diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 9e673eef234..b4566299420 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -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(); }