d3d10core/tests: Add a blend factor test.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Daniel Ansorregui 2018-10-18 02:11:15 +03:30 committed by Alexandre Julliard
parent dfeb514929
commit 63cd3de5e8
1 changed files with 26 additions and 6 deletions

View File

@ -5688,8 +5688,8 @@ float4 main(float4 color : COLOR) : SV_TARGET
static void test_blend(void)
{
ID3D10BlendState *src_blend, *dst_blend, *dst_blend_factor;
struct d3d10core_test_context test_context;
ID3D10BlendState *src_blend, *dst_blend;
ID3D10RenderTargetView *offscreen_rtv;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10InputLayout *input_layout;
@ -5779,7 +5779,7 @@ static void test_blend(void)
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float blend_factor[] = {0.3f, 0.4f, 0.8f, 0.9f};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
if (!init_test_context(&test_context))
@ -5818,6 +5818,14 @@ static void test_blend(void)
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
blend_desc.SrcBlend = D3D10_BLEND_BLEND_FACTOR;
blend_desc.DestBlend = D3D10_BLEND_INV_BLEND_FACTOR;
blend_desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA;
blend_desc.DestBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend_factor);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quads);
@ -5828,9 +5836,9 @@ static void test_blend(void)
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_OMSetBlendState(device, src_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 0);
ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_OMSetBlendState(device, dst_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 4);
color = get_texture_color(test_context.backbuffer, 320, 360);
@ -5838,6 +5846,17 @@ static void test_blend(void)
color = get_texture_color(test_context.backbuffer, 320, 120);
ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
ID3D10Device_OMSetBlendState(device, dst_blend_factor, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 0);
ID3D10Device_Draw(device, 4, 4);
color = get_texture_color(test_context.backbuffer, 320, 360);
ok(compare_color(color, 0x600066b3, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(test_context.backbuffer, 320, 120);
ok(compare_color(color, 0xa0cc00b3, 1), "Got unexpected color 0x%08x.\n", color);
texture_desc.Width = 128;
texture_desc.Height = 128;
texture_desc.MipLevels = 1;
@ -5866,9 +5885,9 @@ static void test_blend(void)
ID3D10Device_ClearRenderTargetView(device, offscreen_rtv, red);
ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_OMSetBlendState(device, src_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 0);
ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_OMSetBlendState(device, dst_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 4);
color = get_texture_color(offscreen, 64, 96) & 0x00ffffff;
@ -5879,6 +5898,7 @@ static void test_blend(void)
ID3D10RenderTargetView_Release(offscreen_rtv);
ID3D10Texture2D_Release(offscreen);
done:
ID3D10BlendState_Release(dst_blend_factor);
ID3D10BlendState_Release(dst_blend);
ID3D10BlendState_Release(src_blend);
ID3D10PixelShader_Release(ps);