[PATCH 1/7] d3d11/tests: Add test for line antialiasing blending.

Józef Kucia jkucia at codeweavers.com
Mon Aug 8 09:52:23 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

We cannot enable blending just for GL_LINE_SMOOTH, especially
when GL_LINE_SMOOTH is supposed to work only with specific blending
parameters.

---
 dlls/d3d11/tests/d3d11.c | 83 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 83 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 276f58f..34baea7 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -10165,6 +10165,88 @@ static void test_face_culling(void)
     release_test_context(&test_context);
 }
 
+static void test_line_antialiasing_blending(void)
+{
+    ID3D11RasterizerState *rasterizer_state;
+    struct d3d11_test_context test_context;
+    D3D11_RASTERIZER_DESC rasterizer_desc;
+    ID3D11BlendState *blend_state;
+    ID3D11DeviceContext *context;
+    D3D11_BLEND_DESC blend_desc;
+    ID3D11Device *device;
+    HRESULT hr;
+
+    static const struct vec4 red = {1.0f, 0.0f, 0.0f, 0.8f};
+    static const struct vec4 green = {0.0f, 1.0f, 0.0f, 0.5f};
+
+    if (!init_test_context(&test_context, NULL))
+        return;
+
+    device = test_context.device;
+    context = test_context.immediate_context;
+
+    memset(&blend_desc, 0, sizeof(blend_desc));
+    blend_desc.AlphaToCoverageEnable = FALSE;
+    blend_desc.IndependentBlendEnable = FALSE;
+    blend_desc.RenderTarget[0].BlendEnable = TRUE;
+    blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+    blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_DEST_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_DEST_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, &blend_state);
+    ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
+    ID3D11DeviceContext_OMSetBlendState(context, blend_state, NULL, D3D11_DEFAULT_SAMPLE_MASK);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, &red.x);
+    draw_color_quad(&test_context, &green);
+    check_texture_color(test_context.backbuffer, 0xe2007fcc, 1);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, &green.x);
+    draw_color_quad(&test_context, &red);
+    check_texture_color(test_context.backbuffer, 0xe2007fcc, 1);
+
+    ID3D11DeviceContext_OMSetBlendState(context, NULL, NULL, D3D11_DEFAULT_SAMPLE_MASK);
+    ID3D11BlendState_Release(blend_state);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, &red.x);
+    draw_color_quad(&test_context, &green);
+    check_texture_color(test_context.backbuffer, 0x7f00ff00, 1);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, &green.x);
+    draw_color_quad(&test_context, &red);
+    check_texture_color(test_context.backbuffer, 0xcc0000ff, 1);
+
+    rasterizer_desc.FillMode = D3D11_FILL_SOLID;
+    rasterizer_desc.CullMode = D3D11_CULL_BACK;
+    rasterizer_desc.FrontCounterClockwise = FALSE;
+    rasterizer_desc.DepthBias = 0;
+    rasterizer_desc.DepthBiasClamp = 0.0f;
+    rasterizer_desc.SlopeScaledDepthBias = 0.0f;
+    rasterizer_desc.DepthClipEnable = TRUE;
+    rasterizer_desc.ScissorEnable = FALSE;
+    rasterizer_desc.MultisampleEnable = FALSE;
+    rasterizer_desc.AntialiasedLineEnable = TRUE;
+
+    hr = ID3D11Device_CreateRasterizerState(device, &rasterizer_desc, &rasterizer_state);
+    ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
+    ID3D11DeviceContext_RSSetState(context, rasterizer_state);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, &red.x);
+    draw_color_quad(&test_context, &green);
+    todo_wine check_texture_color(test_context.backbuffer, 0x7f00ff00, 1);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, &green.x);
+    draw_color_quad(&test_context, &red);
+    todo_wine check_texture_color(test_context.backbuffer, 0xcc0000ff, 1);
+
+    ID3D11RasterizerState_Release(rasterizer_state);
+    release_test_context(&test_context);
+}
+
 START_TEST(d3d11)
 {
     test_create_device();
@@ -10220,4 +10302,5 @@ START_TEST(d3d11)
     test_uint_shader_instructions();
     test_index_buffer_offset();
     test_face_culling();
+    test_line_antialiasing_blending();
 }
-- 
2.7.3




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