d3d11/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>
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@ -29850,6 +29850,152 @@ static void test_color_mask(void)
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release_test_context(&test_context);
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}
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static void test_independent_blend(void)
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{
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11RenderTargetView *rtvs[8];
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ID3D11BlendState *blend_state;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11Texture2D *rts[8];
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int i;
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DWORD color;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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void main(float4 position : SV_Position,
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out float4 t0 : SV_Target0, out float4 t1 : SV_Target1,
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out float4 t2 : SV_Target2, out float4 t3 : SV_Target3,
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out float4 t4 : SV_Target4, out float4 t5 : SV_Target5,
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out float4 t6 : SV_Target6, out float4 t7 : SV_Target7)
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{
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t0 = t1 = t2 = t3 = t4 = t5 = t6 = t7 = float4(0.1f, 0.2f, 0.3f, 0.4f);
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}
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#endif
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0x43425844, 0xb3dca7dc, 0x4a31f0f1, 0x747569cb, 0xae7af5ce, 0x00000001, 0x000002b0, 0x00000003,
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0x0000002c, 0x00000060, 0x0000013c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x000000d4, 0x00000008, 0x00000008, 0x000000c8, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x000000c8, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x000000c8, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x000000c8, 0x00000003,
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0x00000000, 0x00000003, 0x00000003, 0x0000000f, 0x000000c8, 0x00000004, 0x00000000, 0x00000003,
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0x00000004, 0x0000000f, 0x000000c8, 0x00000005, 0x00000000, 0x00000003, 0x00000005, 0x0000000f,
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0x000000c8, 0x00000006, 0x00000000, 0x00000003, 0x00000006, 0x0000000f, 0x000000c8, 0x00000007,
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0x00000000, 0x00000003, 0x00000007, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853,
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0x0000016c, 0x00000040, 0x0000005b, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
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0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000003, 0x03000065,
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0x001020f2, 0x00000004, 0x03000065, 0x001020f2, 0x00000005, 0x03000065, 0x001020f2, 0x00000006,
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0x03000065, 0x001020f2, 0x00000007, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x3dcccccd,
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0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x0100003e,
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};
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D3D11_BLEND_DESC blend_desc =
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{
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.IndependentBlendEnable = TRUE,
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.RenderTarget =
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{
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{TRUE, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
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{TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
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{TRUE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_OP_ADD,
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D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
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{TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN,
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D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN, D3D11_COLOR_WRITE_ENABLE_ALL},
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{TRUE, D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
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{TRUE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_OP_SUBTRACT,
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D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_REV_SUBTRACT, D3D11_COLOR_WRITE_ENABLE_ALL},
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{FALSE},
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{TRUE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_OP_ADD,
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D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_OP_SUBTRACT,
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D3D11_COLOR_WRITE_ENABLE_ALL},
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},
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};
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static const DWORD expected_colors[] =
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{0x66426e1c, 0xb34c3319, 0xa6214a05, 0x66333319, 0xb34c4829, 0x4d19000a, 0xb333801a, 0x081f3305};
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static const float clear_color[] = {0.1f, 0.5f, 0.2f, 0.7f};
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static const float blend_factor[] = {0.8f, 0.4f, 0.6f, 0.2f};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
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ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
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ID3D11DeviceContext_OMSetBlendState(context, blend_state, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
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ID3D11BlendState_Release(blend_state);
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for (i = 0; i < 8; ++i)
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{
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]);
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ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rts[i], NULL, &rtvs[i]);
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ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr);
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}
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ID3D11DeviceContext_OMSetRenderTargets(context, 8, rtvs, NULL);
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for (i = 0; i < 8; ++i)
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ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[i], clear_color);
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draw_quad(&test_context);
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for (i = 0; i < 8; ++i)
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{
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get_texture_readback(rts[i], 0, &rb);
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color = get_readback_color(&rb, 320, 240, 0);
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todo_wine_if (i)
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ok(compare_color(color, expected_colors[i], 1), "%u: Got unexpected color 0x%08x.\n", i, color);
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release_resource_readback(&rb);
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}
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blend_desc.IndependentBlendEnable = FALSE;
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hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
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ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
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ID3D11DeviceContext_OMSetBlendState(context, blend_state, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
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ID3D11BlendState_Release(blend_state);
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for (i = 0; i < 8; ++i)
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ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[i], clear_color);
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draw_quad(&test_context);
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for (i = 0; i < 8; ++i)
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{
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get_texture_readback(rts[i], 0, &rb);
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color = get_readback_color(&rb, 320, 240, 0);
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ok(compare_color(color, expected_colors[0], 1), "%u: Got unexpected color 0x%08x.\n", i, color);
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release_resource_readback(&rb);
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ID3D11Texture2D_Release(rts[i]);
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ID3D11RenderTargetView_Release(rtvs[i]);
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}
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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unsigned int argc, i;
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@ -30011,6 +30157,7 @@ START_TEST(d3d11)
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queue_test(test_desktop_window);
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queue_test(test_sample_attached_rtv);
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queue_test(test_color_mask);
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queue_test(test_independent_blend);
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run_queued_tests();
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}
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