Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/d3d11/tests/d3d11.c | 135 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 135 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index af093fead4..b643a22f17 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -29717,6 +29717,140 @@ static void test_sample_attached_rtv(void) release_test_context(&test_context); }
+static void test_color_mask(void) +{ + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11RenderTargetView *rtvs[8]; + ID3D11BlendState *blend_state; + ID3D11DeviceContext *context; + struct resource_readback rb; + D3D11_BLEND_DESC blend_desc; + ID3D11Texture2D *rts[8]; + ID3D11PixelShader *ps; + ID3D11Device *device; + unsigned int i; + DWORD color; + HRESULT hr; + + static const DWORD expected_colors[] = + {0xff000080, 0xff0080ff, 0xff8000ff, 0x80808080, 0x800000ff, 0xff008080, 0x800080ff, 0xff0000ff}; + + 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(0.5f, 0.5f, 0.5f, 0.5f); + } +#endif + 0x43425844, 0x7b1ab233, 0xdbe32d3b, 0x77084cc5, 0xe874d2b5, 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, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x3f000000, + 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e, + }; + + static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + memset(&blend_desc, 0, sizeof(blend_desc)); + blend_desc.IndependentBlendEnable = TRUE; + blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED; + blend_desc.RenderTarget[1].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_GREEN; + blend_desc.RenderTarget[2].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_BLUE; + blend_desc.RenderTarget[3].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTarget[4].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA; + blend_desc.RenderTarget[5].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN; + blend_desc.RenderTarget[6].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_ALPHA; + blend_desc.RenderTarget[7].RenderTargetWriteMask = 0; + + hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state); + ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetBlendState(context, blend_state, NULL, D3D11_DEFAULT_SAMPLE_MASK); + ID3D11BlendState_Release(blend_state); + + for (i = 0; i < 8; ++i) + { + ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]); + ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr); + + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rts[i], NULL, &rtvs[i]); + ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr); + } + + ID3D11DeviceContext_OMSetRenderTargets(context, 8, rtvs, NULL); + + for (i = 0; i < 8; ++i) + ID3D11DeviceContext_ClearRenderTargetView(context, 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, 0); + todo_wine_if (i >= 4) + ok(color == expected_colors[i], "%u: Got unexpected color 0x%08x.\n", i, color); + release_resource_readback(&rb); + } + + blend_desc.IndependentBlendEnable = FALSE; + hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state); + ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetBlendState(context, blend_state, NULL, D3D11_DEFAULT_SAMPLE_MASK); + ID3D11BlendState_Release(blend_state); + + for (i = 0; i < 8; ++i) + ID3D11DeviceContext_ClearRenderTargetView(context, 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, 0); + todo_wine_if (i >= 4) + ok(color == expected_colors[0], "%u: Got unexpected color 0x%08x.\n", i, color); + release_resource_readback(&rb); + + ID3D11Texture2D_Release(rts[i]); + ID3D11RenderTargetView_Release(rtvs[i]); + } + + ID3D11PixelShader_Release(ps); + release_test_context(&test_context); +} + START_TEST(d3d11) { unsigned int argc, i; @@ -29877,6 +30011,7 @@ START_TEST(d3d11) queue_test(test_standard_pattern); queue_test(test_desktop_window); queue_test(test_sample_attached_rtv); + queue_test(test_color_mask);
run_queued_tests(); }