Signed-off-by: Zebediah Figura <z.figura12(a)gmail.com>
---
dlls/d3d10core/tests/d3d10core.c | 113 +++++++++++++++++++++++++++++++
1 file changed, 113 insertions(+)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index c793f21b08..6b19379900 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -18177,6 +18177,118 @@ static void test_color_mask(void)
release_test_context(&test_context);
}
+static void test_independent_blend(void)
+{
+ struct d3d10core_test_context test_context;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ ID3D10RenderTargetView *rtvs[8];
+ ID3D10BlendState *blend_state;
+ struct resource_readback rb;
+ D3D10_BLEND_DESC blend_desc;
+ ID3D10Texture2D *rts[8];
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ unsigned int i;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ void main(float4 position : SV_Position,
+ out float4 t0 : SV_Target0, out float4 t1 : SV_Target1,
+ out float4 t2 : SV_Target2, out float4 t3 : SV_Target3,
+ out float4 t4 : SV_Target4, out float4 t5 : SV_Target5,
+ out float4 t6 : SV_Target6, out float4 t7 : SV_Target7)
+ {
+ t0 = t1 = t2 = t3 = t4 = t5 = t6 = t7 = float4(0.0f, 1.0f, 0.0f, 0.5f);
+ }
+#endif
+ 0x43425844, 0x77c86d8c, 0xc729bc00, 0xa7df8ead, 0xcc87ad10, 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, 0x00000003,
+ 0x00000000, 0x0000000f, 0x000000c8, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x000000c8, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x000000c8, 0x00000003,
+ 0x00000000, 0x00000003, 0x00000003, 0x0000000f, 0x000000c8, 0x00000004, 0x00000000, 0x00000003,
+ 0x00000004, 0x0000000f, 0x000000c8, 0x00000005, 0x00000000, 0x00000003, 0x00000005, 0x0000000f,
+ 0x000000c8, 0x00000006, 0x00000000, 0x00000003, 0x00000006, 0x0000000f, 0x000000c8, 0x00000007,
+ 0x00000000, 0x00000003, 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,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f000000, 0x0100003e,
+ };
+
+ static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
+
+ if (!init_test_context(&test_context))
+ return;
+
+ device = test_context.device;
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ ID3D10Device_PSSetShader(device, ps);
+
+ blend_desc.AlphaToCoverageEnable = FALSE;
+ blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
+ blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
+ 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;
+ for (i = 0; i < 8; ++i)
+ {
+ blend_desc.BlendEnable[i] = i & 1;
+ blend_desc.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state);
+ ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
+ ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
+
+ for (i = 0; i < 8; ++i)
+ {
+ ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]);
+ ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr);
+
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rts[i], NULL, &rtvs[i]);
+ ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr);
+ }
+
+ ID3D10Device_OMSetRenderTargets(device, 8, rtvs, NULL);
+
+ for (i = 0; i < 8; ++i)
+ ID3D10Device_ClearRenderTargetView(device, rtvs[i], red);
+ draw_quad(&test_context);
+
+ for (i = 0; i < 8; ++i)
+ {
+ get_texture_readback(rts[i], 0, &rb);
+ color = get_readback_color(&rb, 320, 240);
+ todo_wine_if (i & 1)
+ ok(color == ((i & 1) ? 0x80008080 : 0x8000ff00), "%u: Got unexpected color 0x%08x.\n", i, color);
+ release_resource_readback(&rb);
+
+ ID3D10Texture2D_Release(rts[i]);
+ ID3D10RenderTargetView_Release(rtvs[i]);
+ }
+
+ ID3D10BlendState_Release(blend_state);
+ ID3D10PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d10core)
{
unsigned int argc, i;
@@ -18296,6 +18408,7 @@ START_TEST(d3d10core)
queue_test(test_render_a8);
queue_test(test_desktop_window);
queue_test(test_color_mask);
+ queue_test(test_independent_blend);
run_queued_tests();
--
2.25.1