d3d11/tests: Add a test for output sampler mask.

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:
Matteo Bruni 2018-05-17 13:17:38 +02:00 committed by Alexandre Julliard
parent 9a9ecb9b11
commit b8f5dd96a5
1 changed files with 73 additions and 0 deletions

View File

@ -26816,6 +26816,78 @@ static void test_multisample_resolve(void)
release_test_context(&test_context);
}
static void test_sample_mask(void)
{
static const DWORD ps_code[] =
{
#if 0
float4 main(in float4 pos : SV_Position, out uint sample_mask : SV_Coverage) : SV_Target
{
sample_mask = 0x5;
return float4(1.0, 1.0, 1.0, 1.0);
}
#endif
0x43425844, 0x196779a9, 0xda85988a, 0xb7f0a0b6, 0xb30dd6ba, 0x00000001, 0x00000114, 0x00000003,
0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000001, 0xffffffff, 0x00000e01,
0x545f5653, 0x65677261, 0x56530074, 0x766f435f, 0x67617265, 0xabab0065, 0x58454853, 0x00000054,
0x00000050, 0x00000015, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x02000065, 0x0000f000,
0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
0x04000036, 0x0000f001, 0x00004001, 0x00000005, 0x0100003e,
};
static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
struct d3d11_test_context test_context;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11DeviceContext *context;
ID3D11RenderTargetView *rtv;
ID3D11Texture2D *texture;
ID3D11PixelShader *ps;
ID3D11Device *device;
UINT quality_levels;
HRESULT hr;
if (!init_test_context(&test_context, &feature_level))
return;
device = test_context.device;
context = test_context.immediate_context;
hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &quality_levels);
ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
if (!quality_levels)
{
skip("4xMSAA not supported.\n");
release_test_context(&test_context);
return;
}
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);
ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.SampleDesc.Count = 4;
texture_desc.SampleDesc.Quality = 0;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr);
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black);
draw_quad(&test_context);
ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
(ID3D11Resource *)texture, 0, texture_desc.Format);
check_texture_color(test_context.backbuffer, 0x7f7f7f7f, 1);
ID3D11RenderTargetView_Release(rtv);
ID3D11Texture2D_Release(texture);
ID3D11PixelShader_Release(ps);
release_test_context(&test_context);
}
static void test_depth_clip(void)
{
struct d3d11_test_context test_context;
@ -27027,5 +27099,6 @@ START_TEST(d3d11)
test_unbound_multisample_texture();
test_multiple_viewports();
test_multisample_resolve();
test_sample_mask();
test_depth_clip();
}