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>
This commit is contained in:
Zebediah Figura 2020-03-09 23:07:26 -05:00 committed by Alexandre Julliard
parent 655fea5539
commit 7520af4789
1 changed files with 147 additions and 0 deletions

View File

@ -29850,6 +29850,152 @@ static void test_color_mask(void)
release_test_context(&test_context);
}
static void test_independent_blend(void)
{
struct d3d11_test_context test_context;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11RenderTargetView *rtvs[8];
ID3D11BlendState *blend_state;
ID3D11DeviceContext *context;
struct resource_readback rb;
ID3D11Texture2D *rts[8];
ID3D11PixelShader *ps;
ID3D11Device *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(0.1f, 0.2f, 0.3f, 0.4f);
}
#endif
0x43425844, 0xb3dca7dc, 0x4a31f0f1, 0x747569cb, 0xae7af5ce, 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, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x3dcccccd,
0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x0100003e,
};
D3D11_BLEND_DESC blend_desc =
{
.IndependentBlendEnable = TRUE,
.RenderTarget =
{
{TRUE, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_OP_ADD,
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
{TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
{TRUE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_OP_ADD,
D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
{TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN,
D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN, D3D11_COLOR_WRITE_ENABLE_ALL},
{TRUE, D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_OP_ADD,
D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
{TRUE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_OP_SUBTRACT,
D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_REV_SUBTRACT, D3D11_COLOR_WRITE_ENABLE_ALL},
{FALSE},
{TRUE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_OP_ADD,
D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_OP_SUBTRACT,
D3D11_COLOR_WRITE_ENABLE_ALL},
},
};
static const DWORD expected_colors[] =
{0x66426e1c, 0xb34c3319, 0xa6214a05, 0x66333319, 0xb34c4829, 0x4d19000a, 0xb333801a, 0x081f3305};
static const float clear_color[] = {0.1f, 0.5f, 0.2f, 0.7f};
static const float blend_factor[] = {0.8f, 0.4f, 0.6f, 0.2f};
if (!init_test_context(&test_context, NULL))
return;
device = test_context.device;
context = test_context.immediate_context;
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
ID3D11DeviceContext_OMSetBlendState(context, blend_state, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11BlendState_Release(blend_state);
for (i = 0; i < 8; ++i)
{
ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]);
ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr);
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rts[i], NULL, &rtvs[i]);
ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr);
}
ID3D11DeviceContext_OMSetRenderTargets(context, 8, rtvs, NULL);
for (i = 0; i < 8; ++i)
ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[i], clear_color);
draw_quad(&test_context);
for (i = 0; i < 8; ++i)
{
get_texture_readback(rts[i], 0, &rb);
color = get_readback_color(&rb, 320, 240, 0);
todo_wine_if (i)
ok(compare_color(color, expected_colors[i], 1), "%u: Got unexpected color 0x%08x.\n", i, color);
release_resource_readback(&rb);
}
blend_desc.IndependentBlendEnable = FALSE;
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
ID3D11DeviceContext_OMSetBlendState(context, blend_state, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11BlendState_Release(blend_state);
for (i = 0; i < 8; ++i)
ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[i], clear_color);
draw_quad(&test_context);
for (i = 0; i < 8; ++i)
{
get_texture_readback(rts[i], 0, &rb);
color = get_readback_color(&rb, 320, 240, 0);
ok(compare_color(color, expected_colors[0], 1), "%u: Got unexpected color 0x%08x.\n", i, color);
release_resource_readback(&rb);
ID3D11Texture2D_Release(rts[i]);
ID3D11RenderTargetView_Release(rtvs[i]);
}
ID3D11PixelShader_Release(ps);
release_test_context(&test_context);
}
START_TEST(d3d11)
{
unsigned int argc, i;
@ -30011,6 +30157,7 @@ START_TEST(d3d11)
queue_test(test_desktop_window);
queue_test(test_sample_attached_rtv);
queue_test(test_color_mask);
queue_test(test_independent_blend);
run_queued_tests();
}