d3d10core/tests: Add a test for independent blend.

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2020-03-09 23:07:25 -05:00 committed by Alexandre Julliard
parent dac7992608
commit 655fea5539
1 changed files with 113 additions and 0 deletions

View File

@ -18176,6 +18176,118 @@ static void test_color_mask(void)
release_test_context(&test_context); release_test_context(&test_context);
} }
static void test_independent_blend(void)
{
struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10RenderTargetView *rtvs[8];
ID3D10BlendState *blend_state;
struct resource_readback rb;
D3D10_BLEND_DESC blend_desc;
ID3D10Texture2D *rts[8];
ID3D10PixelShader *ps;
ID3D10Device *device;
unsigned int i;
DWORD color;
HRESULT hr;
static const DWORD ps_code[] =
{
#if 0
void main(float4 position : SV_Position,
out float4 t0 : SV_Target0, out float4 t1 : SV_Target1,
out float4 t2 : SV_Target2, out float4 t3 : SV_Target3,
out float4 t4 : SV_Target4, out float4 t5 : SV_Target5,
out float4 t6 : SV_Target6, out float4 t7 : SV_Target7)
{
t0 = t1 = t2 = t3 = t4 = t5 = t6 = t7 = float4(0.0f, 1.0f, 0.0f, 0.5f);
}
#endif
0x43425844, 0x77c86d8c, 0xc729bc00, 0xa7df8ead, 0xcc87ad10, 0x00000001, 0x000002b0, 0x00000003,
0x0000002c, 0x00000060, 0x0000013c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x000000d4, 0x00000008, 0x00000008, 0x000000c8, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x000000c8, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
0x000000c8, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x000000c8, 0x00000003,
0x00000000, 0x00000003, 0x00000003, 0x0000000f, 0x000000c8, 0x00000004, 0x00000000, 0x00000003,
0x00000004, 0x0000000f, 0x000000c8, 0x00000005, 0x00000000, 0x00000003, 0x00000005, 0x0000000f,
0x000000c8, 0x00000006, 0x00000000, 0x00000003, 0x00000006, 0x0000000f, 0x000000c8, 0x00000007,
0x00000000, 0x00000003, 0x00000007, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853,
0x0000016c, 0x00000040, 0x0000005b, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000003, 0x03000065,
0x001020f2, 0x00000004, 0x03000065, 0x001020f2, 0x00000005, 0x03000065, 0x001020f2, 0x00000006,
0x03000065, 0x001020f2, 0x00000007, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f000000, 0x0100003e,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
if (!init_test_context(&test_context))
return;
device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D10Device_PSSetShader(device, ps);
blend_desc.AlphaToCoverageEnable = FALSE;
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
for (i = 0; i < 8; ++i)
{
blend_desc.BlendEnable[i] = i & 1;
blend_desc.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
}
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state);
ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
for (i = 0; i < 8; ++i)
{
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]);
ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rts[i], NULL, &rtvs[i]);
ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr);
}
ID3D10Device_OMSetRenderTargets(device, 8, rtvs, NULL);
for (i = 0; i < 8; ++i)
ID3D10Device_ClearRenderTargetView(device, rtvs[i], red);
draw_quad(&test_context);
for (i = 0; i < 8; ++i)
{
get_texture_readback(rts[i], 0, &rb);
color = get_readback_color(&rb, 320, 240);
todo_wine_if (i & 1)
ok(color == ((i & 1) ? 0x80008080 : 0x8000ff00), "%u: Got unexpected color 0x%08x.\n", i, color);
release_resource_readback(&rb);
ID3D10Texture2D_Release(rts[i]);
ID3D10RenderTargetView_Release(rtvs[i]);
}
ID3D10BlendState_Release(blend_state);
ID3D10PixelShader_Release(ps);
release_test_context(&test_context);
}
START_TEST(d3d10core) START_TEST(d3d10core)
{ {
unsigned int argc, i; unsigned int argc, i;
@ -18295,6 +18407,7 @@ START_TEST(d3d10core)
queue_test(test_render_a8); queue_test(test_render_a8);
queue_test(test_desktop_window); queue_test(test_desktop_window);
queue_test(test_color_mask); queue_test(test_color_mask);
queue_test(test_independent_blend);
run_queued_tests(); run_queued_tests();