Module: wine Branch: master Commit: 5eadfb093189497a8dfa7171b3ad498d5687c4be URL: https://source.winehq.org/git/wine.git/?a=commit;h=5eadfb093189497a8dfa7171b...
Author: Zebediah Figura z.figura12@gmail.com Date: Wed Sep 2 00:27:40 2020 -0500
d3d10core/tests: Test specifying the multisample mask via OMSetBlendState().
Signed-off-by: Zebediah Figura z.figura12@gmail.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
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 97a00a0715..c3bb951ed8 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);