[PATCH 2/5] d3d11/tests: Add a test for independent blend.
Zebediah Figura
z.figura12 at gmail.com
Mon Mar 9 19:44:09 CDT 2020
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d11/tests/d3d11.c | 147 +++++++++++++++++++++++++++++++++++++++
1 file changed, 147 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index b643a22f17..6d1734dd41 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -29851,6 +29851,152 @@ static void test_color_mask(void)
release_test_context(&test_context);
}
+static void test_independent_blend(void)
+{
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11RenderTargetView *rtvs[8];
+ ID3D11BlendState *blend_state;
+ ID3D11DeviceContext *context;
+ struct resource_readback rb;
+ ID3D11Texture2D *rts[8];
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ unsigned int i;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ void main(float4 position : SV_Position,
+ out float4 t0 : SV_Target0, out float4 t1 : SV_Target1,
+ out float4 t2 : SV_Target2, out float4 t3 : SV_Target3,
+ out float4 t4 : SV_Target4, out float4 t5 : SV_Target5,
+ out float4 t6 : SV_Target6, out float4 t7 : SV_Target7)
+ {
+ t0 = t1 = t2 = t3 = t4 = t5 = t6 = t7 = float4(0.1f, 0.2f, 0.3f, 0.4f);
+ }
+#endif
+ 0x43425844, 0xb3dca7dc, 0x4a31f0f1, 0x747569cb, 0xae7af5ce, 0x00000001, 0x000002b0, 0x00000003,
+ 0x0000002c, 0x00000060, 0x0000013c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x000000d4, 0x00000008, 0x00000008, 0x000000c8, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x000000c8, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x000000c8, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x000000c8, 0x00000003,
+ 0x00000000, 0x00000003, 0x00000003, 0x0000000f, 0x000000c8, 0x00000004, 0x00000000, 0x00000003,
+ 0x00000004, 0x0000000f, 0x000000c8, 0x00000005, 0x00000000, 0x00000003, 0x00000005, 0x0000000f,
+ 0x000000c8, 0x00000006, 0x00000000, 0x00000003, 0x00000006, 0x0000000f, 0x000000c8, 0x00000007,
+ 0x00000000, 0x00000003, 0x00000007, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853,
+ 0x0000016c, 0x00000040, 0x0000005b, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000003, 0x03000065,
+ 0x001020f2, 0x00000004, 0x03000065, 0x001020f2, 0x00000005, 0x03000065, 0x001020f2, 0x00000006,
+ 0x03000065, 0x001020f2, 0x00000007, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x3dcccccd,
+ 0x3e4ccccd, 0x3e99999a, 0x3ecccccd, 0x0100003e,
+ };
+
+ D3D11_BLEND_DESC blend_desc =
+ {
+ .IndependentBlendEnable = TRUE,
+ .RenderTarget =
+ {
+ {TRUE, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_OP_ADD,
+ D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
+ {TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
+ D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
+ {TRUE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_OP_ADD,
+ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
+ {TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN,
+ D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN, D3D11_COLOR_WRITE_ENABLE_ALL},
+ {TRUE, D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_OP_ADD,
+ D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL},
+ {TRUE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_OP_SUBTRACT,
+ D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_REV_SUBTRACT, D3D11_COLOR_WRITE_ENABLE_ALL},
+ {FALSE},
+ {TRUE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_OP_ADD,
+ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_OP_SUBTRACT,
+ D3D11_COLOR_WRITE_ENABLE_ALL},
+ },
+ };
+
+ static const DWORD expected_colors[] =
+ {0x66426e1c, 0xb34c3319, 0xa6214a05, 0x66333319, 0xb34c4829, 0x4d19000a, 0xb333801a, 0x081f3305};
+
+ static const float clear_color[] = {0.1f, 0.5f, 0.2f, 0.7f};
+ static const float blend_factor[] = {0.8f, 0.4f, 0.6f, 0.2f};
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ 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);
+
+ hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
+ ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
+ ID3D11DeviceContext_OMSetBlendState(context, blend_state, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11BlendState_Release(blend_state);
+
+ for (i = 0; i < 8; ++i)
+ {
+ ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]);
+ ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr);
+
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rts[i], NULL, &rtvs[i]);
+ ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr);
+ }
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 8, rtvs, NULL);
+
+ for (i = 0; i < 8; ++i)
+ ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[i], clear_color);
+ draw_quad(&test_context);
+
+ for (i = 0; i < 8; ++i)
+ {
+ get_texture_readback(rts[i], 0, &rb);
+ color = get_readback_color(&rb, 320, 240, 0);
+ todo_wine_if (i)
+ ok(color == expected_colors[i], "%u: Got unexpected color 0x%08x.\n", i, color);
+ release_resource_readback(&rb);
+ }
+
+ blend_desc.IndependentBlendEnable = FALSE;
+ hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
+ ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
+ ID3D11DeviceContext_OMSetBlendState(context, blend_state, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11BlendState_Release(blend_state);
+
+ for (i = 0; i < 8; ++i)
+ ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[i], clear_color);
+ draw_quad(&test_context);
+
+ for (i = 0; i < 8; ++i)
+ {
+ get_texture_readback(rts[i], 0, &rb);
+ color = get_readback_color(&rb, 320, 240, 0);
+ ok(color == expected_colors[0], "%u: Got unexpected color 0x%08x.\n", i, color);
+ release_resource_readback(&rb);
+
+ ID3D11Texture2D_Release(rts[i]);
+ ID3D11RenderTargetView_Release(rtvs[i]);
+ }
+
+ ID3D11PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
unsigned int argc, i;
@@ -30012,6 +30158,7 @@ START_TEST(d3d11)
queue_test(test_desktop_window);
queue_test(test_sample_attached_rtv);
queue_test(test_color_mask);
+ queue_test(test_independent_blend);
run_queued_tests();
}
--
2.25.1
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