d3d10core/tests: Add test for line antialiasing blending.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-08-08 16:52:24 +02:00 committed by Alexandre Julliard
parent f1214f222e
commit afff447a0a
1 changed files with 80 additions and 0 deletions

View File

@ -9256,6 +9256,85 @@ static void test_face_culling(void)
release_test_context(&test_context); release_test_context(&test_context);
} }
static void test_line_antialiasing_blending(void)
{
struct d3d10core_test_context test_context;
ID3D10RasterizerState *rasterizer_state;
D3D10_RASTERIZER_DESC rasterizer_desc;
ID3D10BlendState *blend_state;
D3D10_BLEND_DESC blend_desc;
ID3D10Device *device;
HRESULT hr;
static const struct vec4 red = {1.0f, 0.0f, 0.0f, 0.8f};
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 0.5f};
if (!init_test_context(&test_context))
return;
device = test_context.device;
memset(&blend_desc, 0, sizeof(blend_desc));
blend_desc.AlphaToCoverageEnable = FALSE;
blend_desc.BlendEnable[0] = TRUE;
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
blend_desc.DestBlend = D3D10_BLEND_DEST_ALPHA;
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
blend_desc.DestBlendAlpha = D3D10_BLEND_DEST_ALPHA;
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xe2007fcc, 1);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &green.x);
draw_color_quad(&test_context, &red);
check_texture_color(test_context.backbuffer, 0xe2007fcc, 1);
ID3D10Device_OMSetBlendState(device, NULL, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10BlendState_Release(blend_state);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0x7f00ff00, 1);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &green.x);
draw_color_quad(&test_context, &red);
check_texture_color(test_context.backbuffer, 0xcc0000ff, 1);
rasterizer_desc.FillMode = D3D10_FILL_SOLID;
rasterizer_desc.CullMode = D3D10_CULL_BACK;
rasterizer_desc.FrontCounterClockwise = FALSE;
rasterizer_desc.DepthBias = 0;
rasterizer_desc.DepthBiasClamp = 0.0f;
rasterizer_desc.SlopeScaledDepthBias = 0.0f;
rasterizer_desc.DepthClipEnable = TRUE;
rasterizer_desc.ScissorEnable = FALSE;
rasterizer_desc.MultisampleEnable = FALSE;
rasterizer_desc.AntialiasedLineEnable = TRUE;
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rasterizer_state);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D10Device_RSSetState(device, rasterizer_state);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
todo_wine check_texture_color(test_context.backbuffer, 0x7f00ff00, 1);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &green.x);
draw_color_quad(&test_context, &red);
todo_wine check_texture_color(test_context.backbuffer, 0xcc0000ff, 1);
ID3D10RasterizerState_Release(rasterizer_state);
release_test_context(&test_context);
}
START_TEST(device) START_TEST(device)
{ {
test_feature_level(); test_feature_level();
@ -9306,4 +9385,5 @@ START_TEST(device)
test_uint_shader_instructions(); test_uint_shader_instructions();
test_index_buffer_offset(); test_index_buffer_offset();
test_face_culling(); test_face_culling();
test_line_antialiasing_blending();
} }