[PATCH 6/6] d3d11/tests: Port test_blend() from d3d10core.
Józef Kucia
jkucia at codeweavers.com
Thu Nov 5 18:28:28 CST 2015
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 258 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 258 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index d7ace55..ddb524d 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -38,6 +38,11 @@ struct vec2
float x, y;
};
+struct vec3
+{
+ float x, y, z;
+};
+
struct vec4
{
float x, y, z, w;
@@ -2544,6 +2549,258 @@ static void test_private_data(void)
ok(!refcount, "Test object has %u references left.\n", refcount);
}
+static void test_blend(void)
+{
+ ID3D11RenderTargetView *backbuffer_rtv, *offscreen_rtv;
+ ID3D11BlendState *src_blend, *dst_blend;
+ ID3D11Texture2D *backbuffer, *offscreen;
+ D3D11_SUBRESOURCE_DATA buffer_data;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11InputLayout *input_layout;
+ D3D11_BUFFER_DESC buffer_desc;
+ ID3D11DeviceContext *context;
+ D3D11_BLEND_DESC blend_desc;
+ unsigned int stride, offset;
+ IDXGISwapChain *swapchain;
+ ID3D11VertexShader *vs;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ D3D11_VIEWPORT vp;
+ ID3D11Buffer *vb;
+ ULONG refcount;
+ DWORD color;
+ HWND window;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vs_out
+ {
+ float4 position : SV_POSITION;
+ float4 color : COLOR;
+ };
+
+ struct vs_out main(float4 position : POSITION, float4 color : COLOR)
+ {
+ struct vs_out o;
+
+ o.position = position;
+ o.color = color;
+
+ return o;
+ }
+#endif
+ 0x43425844, 0x5c73b061, 0x5c71125f, 0x3f8b345f, 0xce04b9ab, 0x00000001, 0x00000140, 0x00000003,
+ 0x0000002c, 0x0000007c, 0x000000d0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f,
+ 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+ 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x505f5653,
+ 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040, 0x0000001a,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
+ 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ struct vs_out
+ {
+ float4 position : SV_POSITION;
+ float4 color : COLOR;
+ };
+
+ float4 main(struct vs_out i) : SV_TARGET
+ {
+ return i.color;
+ }
+#endif
+ 0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
+ 0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
+ 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
+ };
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quads[] =
+ {
+ /* quad1 */
+ {{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
+ {{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
+ {{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
+ {{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
+ /* quad2 */
+ {{-1.0f, 0.0f, 0.1f}, 0xc0ff0000},
+ {{-1.0f, 1.0f, 0.1f}, 0xc0ff0000},
+ {{ 1.0f, 0.0f, 0.1f}, 0xc0ff0000},
+ {{ 1.0f, 1.0f, 0.1f}, 0xc0ff0000},
+ };
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+
+ if (!(device = create_device(NULL)))
+ {
+ skip("Failed to create device.\n");
+ return;
+ }
+ window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ swapchain = create_swapchain(device, window, TRUE);
+ hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
+ ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
+ vs_code, sizeof(vs_code), &input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ buffer_desc.ByteWidth = sizeof(quads);
+ buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+ buffer_desc.StructureByteStride = 0;
+
+ buffer_data.pSysMem = quads;
+ buffer_data.SysMemPitch = 0;
+ buffer_data.SysMemSlicePitch = 0;
+
+ hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
+ ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ memset(&blend_desc, 0, sizeof(blend_desc));
+ blend_desc.RenderTarget[0].BlendEnable = TRUE;
+ blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
+ blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+
+ hr = ID3D11Device_CreateBlendState(device, &blend_desc, &src_blend);
+ ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
+
+ blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_ALPHA;
+ blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_DEST_ALPHA;
+ blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
+ blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
+
+ hr = ID3D11Device_CreateBlendState(device, &blend_desc, &dst_blend);
+ ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
+
+ ID3D11Device_GetImmediateContext(device, &context);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
+ ID3D11DeviceContext_IASetInputLayout(context, input_layout);
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*quads);
+ offset = 0;
+ ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
+ ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ vp.TopLeftX = 0.0f;
+ vp.TopLeftY = 0.0f;
+ vp.Width = 640.0f;
+ vp.Height = 480.0f;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
+
+ ID3D11DeviceContext_OMSetBlendState(context, src_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ ID3D11DeviceContext_OMSetBlendState(context, dst_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11DeviceContext_Draw(context, 4, 4);
+
+ color = get_texture_color(backbuffer, 320, 360);
+ ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(backbuffer, 320, 120);
+ ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
+
+ texture_desc.Width = 128;
+ texture_desc.Height = 128;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ /* DXGI_FORMAT_B8G8R8X8_UNORM is not supported on all implementations. */
+ if (FAILED(ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &offscreen)))
+ {
+ skip("DXGI_FORMAT_B8G8R8X8_UNORM not supported.\n");
+ goto done;
+ }
+
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)offscreen, NULL, &offscreen_rtv);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &offscreen_rtv, NULL);
+
+ vp.TopLeftX = 0.0f;
+ vp.TopLeftY = 0.0f;
+ vp.Width = 128.0f;
+ vp.Height = 128.0f;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, offscreen_rtv, red);
+
+ ID3D11DeviceContext_OMSetBlendState(context, src_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ ID3D11DeviceContext_OMSetBlendState(context, dst_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
+ ID3D11DeviceContext_Draw(context, 4, 4);
+
+ color = get_texture_color(offscreen, 64, 96) & 0x00ffffff;
+ ok(compare_color(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(offscreen, 64, 32) & 0x00ffffff;
+ ok(compare_color(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
+
+ ID3D11RenderTargetView_Release(offscreen_rtv);
+ ID3D11Texture2D_Release(offscreen);
+done:
+ ID3D11BlendState_Release(dst_blend);
+ ID3D11BlendState_Release(src_blend);
+ ID3D11PixelShader_Release(ps);
+ ID3D11VertexShader_Release(vs);
+ ID3D11Buffer_Release(vb);
+ ID3D11InputLayout_Release(input_layout);
+ ID3D11RenderTargetView_Release(backbuffer_rtv);
+ ID3D11Texture2D_Release(backbuffer);
+ IDXGISwapChain_Release(swapchain);
+ ID3D11DeviceContext_Release(context);
+ refcount = ID3D11Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+}
+
static void test_scissor(void)
{
ID3D11DeviceContext *immediate_context;
@@ -3154,6 +3411,7 @@ START_TEST(d3d11)
test_create_predicate();
test_device_removed_reason();
test_private_data();
+ test_blend();
test_scissor();
test_il_append_aligned();
test_resource_map();
--
2.4.10
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