d3d10_1/tests: Port test_create_blend_state() from d3d11.

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 2015-10-20 01:46:46 +02:00 committed by Alexandre Julliard
parent 5323dd8836
commit fe0b2e131a
1 changed files with 231 additions and 0 deletions

View File

@ -147,7 +147,238 @@ static void test_create_shader_resource_view(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_create_blend_state(void)
{
static const D3D10_BLEND_DESC1 desc_conversion_tests[] =
{
{
FALSE, FALSE,
{
{
FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD
},
},
},
{
FALSE, TRUE,
{
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_RED
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_GREEN
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
},
},
{
FALSE, TRUE,
{
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_SUBTRACT,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MAX,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MIN,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
{
FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
},
},
},
};
ID3D10BlendState1 *blend_state1, *blend_state2;
D3D10_BLEND_DESC1 desc, obtained_desc;
ID3D10BlendState *d3d10_blend_state;
D3D10_BLEND_DESC d3d10_blend_desc;
ULONG refcount, expected_refcount;
ID3D10Device1 *device;
ID3D10Device *tmp;
unsigned int i, j;
IUnknown *iface;
HRESULT hr;
if (!(device = create_device(D3D10_FEATURE_LEVEL_10_1)))
{
skip("Failed to create device.\n");
return;
}
hr = ID3D10Device1_CreateBlendState1(device, NULL, &blend_state1);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
memset(&desc, 0, sizeof(desc));
desc.AlphaToCoverageEnable = FALSE;
desc.IndependentBlendEnable = FALSE;
desc.RenderTarget[0].BlendEnable = FALSE;
desc.RenderTarget[0].SrcBlend = D3D10_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D10_BLEND_ZERO;
desc.RenderTarget[0].BlendOp = D3D10_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D10_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D10_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state1);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state2);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10BlendState1_GetDevice(blend_state1, &tmp);
ok(tmp == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
ID3D10BlendState1_GetDesc1(blend_state1, &obtained_desc);
ok(obtained_desc.AlphaToCoverageEnable == FALSE, "Got unexpected alpha to coverage enable %#x.\n",
obtained_desc.AlphaToCoverageEnable);
ok(obtained_desc.IndependentBlendEnable == FALSE, "Got unexpected independent blend enable %#x.\n",
obtained_desc.IndependentBlendEnable);
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
ok(obtained_desc.RenderTarget[i].BlendEnable == FALSE,
"Got unexpected blend enable %#x for render target %u.\n",
obtained_desc.RenderTarget[i].BlendEnable, i);
ok(obtained_desc.RenderTarget[i].SrcBlend == D3D10_BLEND_ONE,
"Got unexpected src blend %u for render target %u.\n",
obtained_desc.RenderTarget[i].SrcBlend, i);
ok(obtained_desc.RenderTarget[i].DestBlend == D3D10_BLEND_ZERO,
"Got unexpected dest blend %u for render target %u.\n",
obtained_desc.RenderTarget[i].DestBlend, i);
ok(obtained_desc.RenderTarget[i].BlendOp == D3D10_BLEND_OP_ADD,
"Got unexpected blend op %u for render target %u.\n",
obtained_desc.RenderTarget[i].BlendOp, i);
ok(obtained_desc.RenderTarget[i].SrcBlendAlpha == D3D10_BLEND_ONE,
"Got unexpected src blend alpha %u for render target %u.\n",
obtained_desc.RenderTarget[i].SrcBlendAlpha, i);
ok(obtained_desc.RenderTarget[i].DestBlendAlpha == D3D10_BLEND_ZERO,
"Got unexpected dest blend alpha %u for render target %u.\n",
obtained_desc.RenderTarget[i].DestBlendAlpha, i);
ok(obtained_desc.RenderTarget[i].BlendOpAlpha == D3D10_BLEND_OP_ADD,
"Got unexpected blend op alpha %u for render target %u.\n",
obtained_desc.RenderTarget[i].BlendOpAlpha, i);
ok(obtained_desc.RenderTarget[i].RenderTargetWriteMask == D3D10_COLOR_WRITE_ENABLE_ALL,
"Got unexpected render target write mask %#x for render target %u.\n",
obtained_desc.RenderTarget[0].RenderTargetWriteMask, i);
}
hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&iface);
ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");
IUnknown_Release(iface);
hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&iface);
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
"Blend state should implement ID3D11BlendState.\n");
if (SUCCEEDED(hr)) IUnknown_Release(iface);
refcount = ID3D10BlendState1_Release(blend_state1);
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
refcount = ID3D10BlendState1_Release(blend_state2);
ok(!refcount, "Blend state has %u references left.\n", refcount);
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
{
const D3D10_BLEND_DESC1 *current_desc = &desc_conversion_tests[i];
hr = ID3D10Device1_CreateBlendState1(device, current_desc, &blend_state1);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&d3d10_blend_state);
ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");
ID3D10BlendState_GetDesc(d3d10_blend_state, &d3d10_blend_desc);
ok(d3d10_blend_desc.AlphaToCoverageEnable == current_desc->AlphaToCoverageEnable,
"Got unexpected alpha to coverage enable %#x for test %u.\n",
d3d10_blend_desc.AlphaToCoverageEnable, i);
ok(d3d10_blend_desc.SrcBlend == current_desc->RenderTarget[0].SrcBlend,
"Got unexpected src blend %u for test %u.\n", d3d10_blend_desc.SrcBlend, i);
ok(d3d10_blend_desc.DestBlend == current_desc->RenderTarget[0].DestBlend,
"Got unexpected dest blend %u for test %u.\n", d3d10_blend_desc.DestBlend, i);
ok(d3d10_blend_desc.BlendOp == current_desc->RenderTarget[0].BlendOp,
"Got unexpected blend op %u for test %u.\n", d3d10_blend_desc.BlendOp, i);
ok(d3d10_blend_desc.SrcBlendAlpha == current_desc->RenderTarget[0].SrcBlendAlpha,
"Got unexpected src blend alpha %u for test %u.\n", d3d10_blend_desc.SrcBlendAlpha, i);
ok(d3d10_blend_desc.DestBlendAlpha == current_desc->RenderTarget[0].DestBlendAlpha,
"Got unexpected dest blend alpha %u for test %u.\n", d3d10_blend_desc.DestBlendAlpha, i);
ok(d3d10_blend_desc.BlendOpAlpha == current_desc->RenderTarget[0].BlendOpAlpha,
"Got unexpected blend op alpha %u for test %u.\n", d3d10_blend_desc.BlendOpAlpha, i);
for (j = 0; j < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
{
unsigned int k = current_desc->IndependentBlendEnable ? j : 0;
ok(d3d10_blend_desc.BlendEnable[j] == current_desc->RenderTarget[k].BlendEnable,
"Got unexpected blend enable %#x for test %u, render target %u.\n",
d3d10_blend_desc.BlendEnable[j], i, j);
ok(d3d10_blend_desc.RenderTargetWriteMask[j] == current_desc->RenderTarget[k].RenderTargetWriteMask,
"Got unexpected render target write mask %#x for test %u, render target %u.\n",
d3d10_blend_desc.RenderTargetWriteMask[j], i, j);
}
ID3D10BlendState_Release(d3d10_blend_state);
refcount = ID3D10BlendState1_Release(blend_state1);
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
}
refcount = ID3D10Device1_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
START_TEST(d3d10_1)
{
test_create_shader_resource_view();
test_create_blend_state();
}