[PATCH] d3d11/tests: Test logic op.
Chip Davis
cdavis5x at gmail.com
Fri May 13 13:46:48 CDT 2022
Signed-off-by: Chip Davis <cdavis5x at gmail.com>
---
dlls/d3d11/tests/d3d11.c | 152 +++++++++++++++++++++++++++++++++++++++
1 file changed, 152 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 6c0ae089f78..425f05d47fc 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -34034,6 +34034,157 @@ static void test_user_defined_annotation(void)
release_test_context(&test_context);
}
+static void test_logic_op(void)
+{
+ D3D11_FEATURE_DATA_D3D11_OPTIONS options;
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11RenderTargetView *rtvs[8];
+ ID3D11BlendState1 *blend_state;
+ ID3D11DeviceContext *context;
+ struct resource_readback rb;
+ ID3D11Texture2D *rts[8];
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ ID3D11Device1 *device1;
+ unsigned int i, j;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ void main(float4 position : SV_Position,
+ out uint4 t0 : SV_Target0, out uint4 t1 : SV_Target1,
+ out uint4 t2 : SV_Target2, out uint4 t3 : SV_Target3,
+ out uint4 t4 : SV_Target4, out uint4 t5 : SV_Target5,
+ out uint4 t6 : SV_Target6, out uint4 t7 : SV_Target7)
+ {
+ t0 = t1 = t2 = t3 = t4 = t5 = t6 = t7 = uint4(0x00, 0x00, 0xff, 0xff);
+ }
+#endif
+ 0x43425844, 0x4ed0bba7, 0x9f7d54c4, 0xba1e3dce, 0xc29634f8, 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, 0x00000001,
+ 0x00000000, 0x0000000f, 0x000000c8, 0x00000001, 0x00000000, 0x00000001, 0x00000001, 0x0000000f,
+ 0x000000c8, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x0000000f, 0x000000c8, 0x00000003,
+ 0x00000000, 0x00000001, 0x00000003, 0x0000000f, 0x000000c8, 0x00000004, 0x00000000, 0x00000001,
+ 0x00000004, 0x0000000f, 0x000000c8, 0x00000005, 0x00000000, 0x00000001, 0x00000005, 0x0000000f,
+ 0x000000c8, 0x00000006, 0x00000000, 0x00000001, 0x00000006, 0x0000000f, 0x000000c8, 0x00000007,
+ 0x00000000, 0x00000001, 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, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x00000000,
+ 0x00000000, 0x000000ff, 0x000000ff, 0x0100003e
+ };
+
+ D3D11_BLEND_DESC1 blend_desc =
+ {
+ .IndependentBlendEnable = TRUE,
+ .RenderTarget =
+ {
+ {FALSE, TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
+ D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_LOGIC_OP_CLEAR,
+ D3D11_COLOR_WRITE_ENABLE_ALL},
+ {FALSE, TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
+ D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_LOGIC_OP_CLEAR,
+ D3D11_COLOR_WRITE_ENABLE_ALL},
+ },
+ };
+
+ static const D3D11_LOGIC_OP ops[] =
+ {D3D11_LOGIC_OP_CLEAR, D3D11_LOGIC_OP_NOR, D3D11_LOGIC_OP_AND_INVERTED, D3D11_LOGIC_OP_COPY_INVERTED,
+ D3D11_LOGIC_OP_AND_REVERSE, D3D11_LOGIC_OP_INVERT, D3D11_LOGIC_OP_XOR, D3D11_LOGIC_OP_NAND,
+ D3D11_LOGIC_OP_AND, D3D11_LOGIC_OP_EQUIV, D3D11_LOGIC_OP_NOOP, D3D11_LOGIC_OP_OR_INVERTED,
+ D3D11_LOGIC_OP_COPY, D3D11_LOGIC_OP_OR_REVERSE, D3D11_LOGIC_OP_OR, D3D11_LOGIC_OP_SET};
+ static const DWORD expected_colors[] =
+ {0x00000000, 0x000000ff, 0x0000ff00, 0x0000ffff, 0x00ff0000, 0x00ff00ff, 0x00ffff00, 0x00ffffff,
+ 0xff000000, 0xff0000ff, 0xff00ff00, 0xff00ffff, 0xffff0000, 0xffff00ff, 0xffffff00, 0xffffffff};
+
+ static const float clear_color[] = {0.0f, 255.0f, 0.0f, 255.0f};
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ if (FAILED(hr = ID3D11Device_CheckFeatureSupport(device, D3D11_FEATURE_D3D11_OPTIONS, &options, sizeof(options))) ||
+ !options.OutputMergerLogicOp)
+ {
+ skip("Logic op is not supported.\n");
+ release_test_context(&test_context);
+ return;
+ }
+
+ hr = ID3D11Device_QueryInterface(device, &IID_ID3D11Device1, (void **)&device1);
+ ok(hr == S_OK, "Failed to get ID3D11Device1 interface, hr %#x.\n", hr);
+
+ 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 = ID3D11Device1_CreateBlendState1(device1, &blend_desc, &blend_state);
+ ok(hr == E_INVALIDARG, "hr %#x.\n", hr);
+
+ blend_desc.IndependentBlendEnable = FALSE;
+ hr = ID3D11Device1_CreateBlendState1(device1, &blend_desc, &blend_state);
+ ok(hr == S_OK, "hr %#x.\n", hr);
+ ID3D11BlendState1_Release(blend_state);
+
+ ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UINT;
+ for (i = 0; i < 8; ++i)
+ {
+ 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 < ARRAY_SIZE(ops); ++i)
+ {
+ blend_desc.RenderTarget[0].LogicOp = ops[i];
+ hr = ID3D11Device1_CreateBlendState1(device1, &blend_desc, &blend_state);
+ ok(hr == S_OK, "hr %#x.\n", hr);
+ ID3D11DeviceContext_OMSetBlendState(context, (ID3D11BlendState *)blend_state, NULL, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11BlendState1_Release(blend_state);
+
+ for (j = 0; j < 8; ++j)
+ ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[j], clear_color);
+ draw_quad(&test_context);
+
+ for (j = 0; j < 8; ++j)
+ {
+ get_texture_readback(rts[j], 0, &rb);
+ color = get_readback_color(&rb, 320, 240, 0);
+ ok(compare_color(color, expected_colors[i], 1), "%u: Got unexpected color 0x%08x.\n", i, color);
+ release_resource_readback(&rb);
+ }
+ }
+
+ for (i = 0; i < 8; i++)
+ {
+ ID3D11Texture2D_Release(rts[i]);
+ ID3D11RenderTargetView_Release(rtvs[i]);
+ }
+ ID3D11PixelShader_Release(ps);
+ ID3D11Device1_Release(device1);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
unsigned int argc, i;
@@ -34214,6 +34365,7 @@ START_TEST(d3d11)
queue_test(test_constant_buffer_offset);
queue_test(test_dynamic_map_synchronization);
queue_test(test_user_defined_annotation);
+ queue_test(test_logic_op);
run_queued_tests();
--
2.34.1
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