d3d11/tests: Add a blend factor test.

Signed-off-by: Daniel Ansorregui <mailszeros@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Daniel Ansorregui 2018-10-18 02:11:14 +03:30 committed by Alexandre Julliard
parent 3d4dd7a06e
commit dfeb514929
1 changed files with 26 additions and 6 deletions

View File

@ -6241,7 +6241,7 @@ static void test_device_context_state(void)
static void test_blend(void)
{
ID3D11BlendState *src_blend, *dst_blend;
ID3D11BlendState *src_blend, *dst_blend, *dst_blend_factor;
struct d3d11_test_context test_context;
ID3D11RenderTargetView *offscreen_rtv;
D3D11_TEXTURE2D_DESC texture_desc;
@ -6333,7 +6333,7 @@ static void test_blend(void)
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float blend_factor[] = {0.3f, 0.4f, 0.8f, 0.9f};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
if (!init_test_context(&test_context, NULL))
@ -6374,6 +6374,14 @@ static void test_blend(void)
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &dst_blend);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_BLEND_FACTOR;
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_BLEND_FACTOR;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &dst_blend_factor);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quads);
@ -6384,9 +6392,9 @@ static void test_blend(void)
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
ID3D11DeviceContext_OMSetBlendState(context, src_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_OMSetBlendState(context, src_blend, NULL, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(context, 4, 0);
ID3D11DeviceContext_OMSetBlendState(context, dst_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_OMSetBlendState(context, dst_blend, NULL, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(context, 4, 4);
color = get_texture_color(test_context.backbuffer, 320, 360);
@ -6394,6 +6402,17 @@ static void test_blend(void)
color = get_texture_color(test_context.backbuffer, 320, 120);
ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
ID3D11DeviceContext_OMSetBlendState(context, dst_blend_factor, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(context, 4, 0);
ID3D11DeviceContext_Draw(context, 4, 4);
color = get_texture_color(test_context.backbuffer, 320, 360);
ok(compare_color(color, 0x600066b3, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(test_context.backbuffer, 320, 120);
ok(compare_color(color, 0xa0cc00b3, 1), "Got unexpected color 0x%08x.\n", color);
texture_desc.Width = 128;
texture_desc.Height = 128;
texture_desc.MipLevels = 1;
@ -6422,9 +6441,9 @@ static void test_blend(void)
ID3D11DeviceContext_ClearRenderTargetView(context, offscreen_rtv, red);
ID3D11DeviceContext_OMSetBlendState(context, src_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_OMSetBlendState(context, src_blend, NULL, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(context, 4, 0);
ID3D11DeviceContext_OMSetBlendState(context, dst_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_OMSetBlendState(context, dst_blend, NULL, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(context, 4, 4);
color = get_texture_color(offscreen, 64, 96) & 0x00ffffff;
@ -6435,6 +6454,7 @@ static void test_blend(void)
ID3D11RenderTargetView_Release(offscreen_rtv);
ID3D11Texture2D_Release(offscreen);
done:
ID3D11BlendState_Release(dst_blend_factor);
ID3D11BlendState_Release(dst_blend);
ID3D11BlendState_Release(src_blend);
ID3D11PixelShader_Release(ps);