[PATCH 5/5] d3d10core/tests: Add a small test for ID3D10Device_CreateBlendState().
Henri Verbeet
hverbeet at codeweavers.com
Wed Dec 12 16:10:43 CST 2012
---
dlls/d3d10core/tests/device.c | 57 +++++++++++++++++++++++++++++++++++++++++
1 files changed, 57 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index f509b27..cfa131c 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -616,6 +616,62 @@ static void test_create_sampler_state(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_create_blend_state(void)
+{
+ ID3D10BlendState *blend_state1, *blend_state2;
+ D3D10_BLEND_DESC blend_desc;
+ ID3D10Device *device;
+ ULONG refcount;
+ HRESULT hr;
+
+ if (!(device = create_device()))
+ {
+ skip("Failed to create device, skipping tests.\n");
+ return;
+ }
+
+ hr = ID3D10Device_CreateBlendState(device, NULL, &blend_state1);
+ ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+ blend_desc.AlphaToCoverageEnable = FALSE;
+ blend_desc.BlendEnable[0] = FALSE;
+ blend_desc.BlendEnable[1] = FALSE;
+ blend_desc.BlendEnable[2] = FALSE;
+ blend_desc.BlendEnable[3] = FALSE;
+ blend_desc.BlendEnable[4] = FALSE;
+ blend_desc.BlendEnable[5] = FALSE;
+ blend_desc.BlendEnable[6] = FALSE;
+ blend_desc.BlendEnable[7] = FALSE;
+ blend_desc.SrcBlend = D3D10_BLEND_ONE;
+ blend_desc.DestBlend = D3D10_BLEND_ZERO;
+ blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
+ blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
+ blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
+ blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+ blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL;
+
+ hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1);
+ ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
+ hr = ID3D10Device_CreateBlendState(device, &blend_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 = ID3D10BlendState_Release(blend_state2);
+ ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
+ refcount = ID3D10BlendState_Release(blend_state1);
+ ok(!refcount, "Got unexpected refcount %u.\n", refcount);
+
+ refcount = ID3D10Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
START_TEST(device)
{
test_device_interfaces();
@@ -626,4 +682,5 @@ START_TEST(device)
test_create_shader_resource_view();
test_create_shader();
test_create_sampler_state();
+ test_create_blend_state();
}
--
1.7.8.6
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