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