Signed-off-by: Zebediah Figura z.figura12@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();