[PATCH 2/5] d3d10core/tests: Test specifying the multisample mask via OMSetBlendState().

Zebediah Figura z.figura12 at gmail.com
Wed Sep 2 00:27:40 CDT 2020


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/d3d10core/tests/d3d10core.c | 67 ++++++++++++++++++++++++++++++++
 1 file changed, 67 insertions(+)

diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index 97a00a07153..c3bb951ed86 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -17791,6 +17791,72 @@ 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() : sv_target
+        {
+            return float4(1.0, 1.0, 1.0, 1.0);
+        }
+#endif
+        0x43425844, 0x949557e7, 0x1480242b, 0x831e64fc, 0x7c0305d2, 0x00000001, 0x000000b0, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+        0x0000000f, 0x745f7673, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
+        0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000,
+        0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e,
+    };
+    static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
+    struct d3d10core_test_context test_context;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    ID3D10RenderTargetView *rtv;
+    ID3D10Texture2D *texture;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    UINT quality_levels;
+    HRESULT hr;
+
+    if (!init_test_context(&test_context))
+        return;
+    device = test_context.device;
+
+    hr = ID3D10Device_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 = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+    ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+    ID3D10Device_PSSetShader(device, ps);
+
+    ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+    texture_desc.SampleDesc.Count = 4;
+    texture_desc.SampleDesc.Quality = 0;
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+    ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
+    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
+    ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr);
+
+    ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+    ID3D10Device_OMSetBlendState(device, NULL, NULL, 0xb);
+    ID3D10Device_ClearRenderTargetView(device, rtv, black);
+    draw_quad(&test_context);
+    ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
+            (ID3D10Resource *)texture, 0, texture_desc.Format);
+    todo_wine check_texture_color(test_context.backbuffer, 0xbfbfbfbf, 1);
+
+    ID3D10RenderTargetView_Release(rtv);
+    ID3D10Texture2D_Release(texture);
+    ID3D10PixelShader_Release(ps);
+    release_test_context(&test_context);
+}
+
 static void test_depth_clip(void)
 {
     struct d3d10core_test_context test_context;
@@ -18466,6 +18532,7 @@ START_TEST(d3d10core)
     queue_test(test_unbound_multisample_texture);
     queue_test(test_multiple_viewports);
     queue_test(test_multisample_resolve);
+    queue_test(test_sample_mask);
     queue_test(test_depth_clip);
     queue_test(test_staging_buffers);
     queue_test(test_render_a8);
-- 
2.28.0




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