From: Daniel Ansorregui mailszeros@gmail.com
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/d3d10core/tests/d3d10core.c | 32 ++++++++++++++++++++++++++------ 1 file changed, 26 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c index 9c6ff961f91..777384558d6 100644 --- a/dlls/d3d10core/tests/d3d10core.c +++ b/dlls/d3d10core/tests/d3d10core.c @@ -5688,8 +5688,8 @@ float4 main(float4 color : COLOR) : SV_TARGET
static void test_blend(void) { + ID3D10BlendState *src_blend, *dst_blend, *dst_blend_factor; struct d3d10core_test_context test_context; - ID3D10BlendState *src_blend, *dst_blend; ID3D10RenderTargetView *offscreen_rtv; D3D10_TEXTURE2D_DESC texture_desc; ID3D10InputLayout *input_layout; @@ -5779,7 +5779,7 @@ static void test_blend(void) {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, }; - static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const float blend_factor[] = {0.3f, 0.4f, 0.8f, 0.9f}; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
if (!init_test_context(&test_context)) @@ -5818,6 +5818,14 @@ static void test_blend(void) hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
+ blend_desc.SrcBlend = D3D10_BLEND_BLEND_FACTOR; + blend_desc.DestBlend = D3D10_BLEND_INV_BLEND_FACTOR; + blend_desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA; + blend_desc.DestBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA; + + hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend_factor); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stride = sizeof(*quads); @@ -5828,9 +5836,9 @@ static void test_blend(void)
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
- ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); + ID3D10Device_OMSetBlendState(device, src_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK); ID3D10Device_Draw(device, 4, 0); - ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); + ID3D10Device_OMSetBlendState(device, dst_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK); ID3D10Device_Draw(device, 4, 4);
color = get_texture_color(test_context.backbuffer, 320, 360); @@ -5838,6 +5846,17 @@ static void test_blend(void) color = get_texture_color(test_context.backbuffer, 320, 120); ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red); + + ID3D10Device_OMSetBlendState(device, dst_blend_factor, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); + ID3D10Device_Draw(device, 4, 0); + ID3D10Device_Draw(device, 4, 4); + + color = get_texture_color(test_context.backbuffer, 320, 360); + ok(compare_color(color, 0x600066b3, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(test_context.backbuffer, 320, 120); + ok(compare_color(color, 0xa0cc00b3, 1), "Got unexpected color 0x%08x.\n", color); + texture_desc.Width = 128; texture_desc.Height = 128; texture_desc.MipLevels = 1; @@ -5866,9 +5885,9 @@ static void test_blend(void)
ID3D10Device_ClearRenderTargetView(device, offscreen_rtv, red);
- ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); + ID3D10Device_OMSetBlendState(device, src_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK); ID3D10Device_Draw(device, 4, 0); - ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); + ID3D10Device_OMSetBlendState(device, dst_blend, NULL, D3D10_DEFAULT_SAMPLE_MASK); ID3D10Device_Draw(device, 4, 4);
color = get_texture_color(offscreen, 64, 96) & 0x00ffffff; @@ -5879,6 +5898,7 @@ static void test_blend(void) ID3D10RenderTargetView_Release(offscreen_rtv); ID3D10Texture2D_Release(offscreen); done: + ID3D10BlendState_Release(dst_blend_factor); ID3D10BlendState_Release(dst_blend); ID3D10BlendState_Release(src_blend); ID3D10PixelShader_Release(ps);