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wine
wine-winehq
Commits
1c116c35
Commit
1c116c35
authored
Nov 17, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 17, 2014
Browse files
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Browse Files
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Plain Diff
d3d10core/tests: Port alpha_test() to d3d10core.
parent
8c18ebf6
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
259 additions
and
6 deletions
+259
-6
device.c
dlls/d3d10core/tests/device.c
+253
-0
visual.c
dlls/d3d8/tests/visual.c
+2
-2
visual.c
dlls/d3d9/tests/visual.c
+2
-2
visual.c
dlls/ddraw/tests/visual.c
+2
-2
No files found.
dlls/d3d10core/tests/device.c
View file @
1c116c35
...
...
@@ -22,6 +22,11 @@
#include "wine/test.h"
#include <limits.h>
struct
vec3
{
float
x
,
y
,
z
;
};
static
ULONG
get_refcount
(
IUnknown
*
iface
)
{
IUnknown_AddRef
(
iface
);
...
...
@@ -2053,6 +2058,253 @@ float4 main(float4 color : COLOR) : SV_TARGET
ok
(
!
refcount
,
"Device has %u references left.
\n
"
,
refcount
);
}
static
void
test_blend
(
void
)
{
ID3D10RenderTargetView
*
backbuffer_rtv
,
*
offscreen_rtv
;
ID3D10BlendState
*
src_blend
,
*
dst_blend
;
ID3D10Texture2D
*
backbuffer
,
*
offscreen
;
D3D10_SUBRESOURCE_DATA
buffer_data
;
D3D10_TEXTURE2D_DESC
texture_desc
;
ID3D10InputLayout
*
input_layout
;
D3D10_BUFFER_DESC
buffer_desc
;
D3D10_BLEND_DESC
blend_desc
;
unsigned
int
stride
,
offset
;
IDXGISwapChain
*
swapchain
;
ID3D10VertexShader
*
vs
;
ID3D10PixelShader
*
ps
;
ID3D10Device
*
device
;
D3D10_VIEWPORT
vp
;
ID3D10Buffer
*
vb
;
ULONG
refcount
;
DWORD
color
;
HWND
window
;
HRESULT
hr
;
static
const
DWORD
vs_code
[]
=
{
#if 0
struct vs_out
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
struct vs_out main(float4 position : POSITION, float4 color : COLOR)
{
struct vs_out o;
o.position = position;
o.color = color;
return o;
}
#endif
0x43425844
,
0x5c73b061
,
0x5c71125f
,
0x3f8b345f
,
0xce04b9ab
,
0x00000001
,
0x00000140
,
0x00000003
,
0x0000002c
,
0x0000007c
,
0x000000d0
,
0x4e475349
,
0x00000048
,
0x00000002
,
0x00000008
,
0x00000038
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000000
,
0x00000f0f
,
0x00000041
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000001
,
0x00000f0f
,
0x49534f50
,
0x4e4f4954
,
0x4c4f4300
,
0xab00524f
,
0x4e47534f
,
0x0000004c
,
0x00000002
,
0x00000008
,
0x00000038
,
0x00000000
,
0x00000001
,
0x00000003
,
0x00000000
,
0x0000000f
,
0x00000044
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000001
,
0x0000000f
,
0x505f5653
,
0x5449534f
,
0x004e4f49
,
0x4f4c4f43
,
0xabab0052
,
0x52444853
,
0x00000068
,
0x00010040
,
0x0000001a
,
0x0300005f
,
0x001010f2
,
0x00000000
,
0x0300005f
,
0x001010f2
,
0x00000001
,
0x04000067
,
0x001020f2
,
0x00000000
,
0x00000001
,
0x03000065
,
0x001020f2
,
0x00000001
,
0x05000036
,
0x001020f2
,
0x00000000
,
0x00101e46
,
0x00000000
,
0x05000036
,
0x001020f2
,
0x00000001
,
0x00101e46
,
0x00000001
,
0x0100003e
,
};
static
const
DWORD
ps_code
[]
=
{
#if 0
struct vs_out
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
float4 main(struct vs_out i) : SV_TARGET
{
return i.color;
}
#endif
0x43425844
,
0xe2087fa6
,
0xa35fbd95
,
0x8e585b3f
,
0x67890f54
,
0x00000001
,
0x000000f4
,
0x00000003
,
0x0000002c
,
0x00000080
,
0x000000b4
,
0x4e475349
,
0x0000004c
,
0x00000002
,
0x00000008
,
0x00000038
,
0x00000000
,
0x00000001
,
0x00000003
,
0x00000000
,
0x0000000f
,
0x00000044
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000001
,
0x00000f0f
,
0x505f5653
,
0x5449534f
,
0x004e4f49
,
0x4f4c4f43
,
0xabab0052
,
0x4e47534f
,
0x0000002c
,
0x00000001
,
0x00000008
,
0x00000020
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000000
,
0x0000000f
,
0x545f5653
,
0x45475241
,
0xabab0054
,
0x52444853
,
0x00000038
,
0x00000040
,
0x0000000e
,
0x03001062
,
0x001010f2
,
0x00000001
,
0x03000065
,
0x001020f2
,
0x00000000
,
0x05000036
,
0x001020f2
,
0x00000000
,
0x00101e46
,
0x00000001
,
0x0100003e
,
};
static
const
struct
{
struct
vec3
position
;
DWORD
diffuse
;
}
quads
[]
=
{
/* quad1 */
{{
-
1
.
0
f
,
-
1
.
0
f
,
0
.
1
f
},
0x4000ff00
},
{{
-
1
.
0
f
,
0
.
0
f
,
0
.
1
f
},
0x4000ff00
},
{{
1
.
0
f
,
-
1
.
0
f
,
0
.
1
f
},
0x4000ff00
},
{{
1
.
0
f
,
0
.
0
f
,
0
.
1
f
},
0x4000ff00
},
/* quad2 */
{{
-
1
.
0
f
,
0
.
0
f
,
0
.
1
f
},
0xc0ff0000
},
{{
-
1
.
0
f
,
1
.
0
f
,
0
.
1
f
},
0xc0ff0000
},
{{
1
.
0
f
,
0
.
0
f
,
0
.
1
f
},
0xc0ff0000
},
{{
1
.
0
f
,
1
.
0
f
,
0
.
1
f
},
0xc0ff0000
},
};
static
const
D3D10_INPUT_ELEMENT_DESC
layout_desc
[]
=
{
{
"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
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
};
static
const
float
red
[]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
5
f
};
if
(
!
(
device
=
create_device
()))
{
skip
(
"Failed to create device, skipping tests.
\n
"
);
return
;
}
window
=
CreateWindowA
(
"static"
,
"d3d10core_test"
,
WS_OVERLAPPEDWINDOW
|
WS_VISIBLE
,
0
,
0
,
640
,
480
,
NULL
,
NULL
,
NULL
,
NULL
);
swapchain
=
create_swapchain
(
device
,
window
,
TRUE
);
hr
=
IDXGISwapChain_GetBuffer
(
swapchain
,
0
,
&
IID_ID3D10Texture2D
,
(
void
**
)
&
backbuffer
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get buffer, hr %#x.
\n
"
,
hr
);
hr
=
ID3D10Device_CreateInputLayout
(
device
,
layout_desc
,
sizeof
(
layout_desc
)
/
sizeof
(
*
layout_desc
),
vs_code
,
sizeof
(
vs_code
),
&
input_layout
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create input layout, hr %#x.
\n
"
,
hr
);
buffer_desc
.
ByteWidth
=
sizeof
(
quads
);
buffer_desc
.
Usage
=
D3D10_USAGE_DEFAULT
;
buffer_desc
.
BindFlags
=
D3D10_BIND_VERTEX_BUFFER
;
buffer_desc
.
CPUAccessFlags
=
0
;
buffer_desc
.
MiscFlags
=
0
;
buffer_data
.
pSysMem
=
quads
;
buffer_data
.
SysMemPitch
=
0
;
buffer_data
.
SysMemSlicePitch
=
0
;
hr
=
ID3D10Device_CreateBuffer
(
device
,
&
buffer_desc
,
&
buffer_data
,
&
vb
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create vertex buffer, hr %#x.
\n
"
,
hr
);
hr
=
ID3D10Device_CreateVertexShader
(
device
,
vs_code
,
sizeof
(
vs_code
),
&
vs
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create vertex shader, hr %#x.
\n
"
,
hr
);
hr
=
ID3D10Device_CreatePixelShader
(
device
,
ps_code
,
sizeof
(
ps_code
),
&
ps
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create pixel shader, hr %#x.
\n
"
,
hr
);
hr
=
ID3D10Device_CreateRenderTargetView
(
device
,
(
ID3D10Resource
*
)
backbuffer
,
NULL
,
&
backbuffer_rtv
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create rendertarget view, hr %#x.
\n
"
,
hr
);
memset
(
&
blend_desc
,
0
,
sizeof
(
blend_desc
));
blend_desc
.
BlendEnable
[
0
]
=
TRUE
;
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_SRC_ALPHA
;
blend_desc
.
DestBlendAlpha
=
D3D10_BLEND_INV_SRC_ALPHA
;
blend_desc
.
BlendOpAlpha
=
D3D10_BLEND_OP_ADD
;
blend_desc
.
RenderTargetWriteMask
[
0
]
=
D3D10_COLOR_WRITE_ENABLE_ALL
;
hr
=
ID3D10Device_CreateBlendState
(
device
,
&
blend_desc
,
&
src_blend
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create blend state, hr %#x.
\n
"
,
hr
);
blend_desc
.
SrcBlend
=
D3D10_BLEND_DEST_ALPHA
;
blend_desc
.
DestBlend
=
D3D10_BLEND_INV_DEST_ALPHA
;
blend_desc
.
SrcBlendAlpha
=
D3D10_BLEND_DEST_ALPHA
;
blend_desc
.
DestBlendAlpha
=
D3D10_BLEND_INV_DEST_ALPHA
;
hr
=
ID3D10Device_CreateBlendState
(
device
,
&
blend_desc
,
&
dst_blend
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create blend state, hr %#x.
\n
"
,
hr
);
ID3D10Device_OMSetRenderTargets
(
device
,
1
,
&
backbuffer_rtv
,
NULL
);
ID3D10Device_IASetInputLayout
(
device
,
input_layout
);
ID3D10Device_IASetPrimitiveTopology
(
device
,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
);
stride
=
sizeof
(
*
quads
);
offset
=
0
;
ID3D10Device_IASetVertexBuffers
(
device
,
0
,
1
,
&
vb
,
&
stride
,
&
offset
);
ID3D10Device_VSSetShader
(
device
,
vs
);
ID3D10Device_PSSetShader
(
device
,
ps
);
vp
.
TopLeftX
=
0
;
vp
.
TopLeftY
=
0
;
vp
.
Width
=
640
;
vp
.
Height
=
480
;
vp
.
MinDepth
=
0
.
0
f
;
vp
.
MaxDepth
=
1
.
0
f
;
ID3D10Device_RSSetViewports
(
device
,
1
,
&
vp
);
ID3D10Device_ClearRenderTargetView
(
device
,
backbuffer_rtv
,
red
);
ID3D10Device_OMSetBlendState
(
device
,
src_blend
,
blend_factor
,
D3D10_DEFAULT_SAMPLE_MASK
);
ID3D10Device_Draw
(
device
,
4
,
0
);
ID3D10Device_OMSetBlendState
(
device
,
dst_blend
,
blend_factor
,
D3D10_DEFAULT_SAMPLE_MASK
);
ID3D10Device_Draw
(
device
,
4
,
4
);
color
=
get_texture_color
(
backbuffer
,
320
,
360
);
ok
(
compare_color
(
color
,
0x700040bf
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
backbuffer
,
320
,
120
);
ok
(
compare_color
(
color
,
0xa080007f
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
texture_desc
.
Width
=
128
;
texture_desc
.
Height
=
128
;
texture_desc
.
MipLevels
=
1
;
texture_desc
.
ArraySize
=
1
;
texture_desc
.
Format
=
DXGI_FORMAT_B8G8R8X8_UNORM
;
texture_desc
.
SampleDesc
.
Count
=
1
;
texture_desc
.
SampleDesc
.
Quality
=
0
;
texture_desc
.
Usage
=
D3D10_USAGE_DEFAULT
;
texture_desc
.
BindFlags
=
D3D10_BIND_SHADER_RESOURCE
|
D3D10_BIND_RENDER_TARGET
;
texture_desc
.
CPUAccessFlags
=
0
;
texture_desc
.
MiscFlags
=
0
;
/* DXGI_FORMAT_B8G8R8X8_UNORM is not supported on all implementations. */
if
(
FAILED
(
ID3D10Device_CreateTexture2D
(
device
,
&
texture_desc
,
NULL
,
&
offscreen
)))
{
skip
(
"DXGI_FORMAT_B8G8R8X8_UNORM not supported, skipping tests.
\n
"
);
goto
done
;
}
hr
=
ID3D10Device_CreateRenderTargetView
(
device
,
(
ID3D10Resource
*
)
offscreen
,
NULL
,
&
offscreen_rtv
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create rendertarget view, hr %#x.
\n
"
,
hr
);
ID3D10Device_OMSetRenderTargets
(
device
,
1
,
&
offscreen_rtv
,
NULL
);
vp
.
TopLeftX
=
0
;
vp
.
TopLeftY
=
0
;
vp
.
Width
=
128
;
vp
.
Height
=
128
;
vp
.
MinDepth
=
0
.
0
f
;
vp
.
MaxDepth
=
1
.
0
f
;
ID3D10Device_RSSetViewports
(
device
,
1
,
&
vp
);
ID3D10Device_ClearRenderTargetView
(
device
,
offscreen_rtv
,
red
);
ID3D10Device_OMSetBlendState
(
device
,
src_blend
,
blend_factor
,
D3D10_DEFAULT_SAMPLE_MASK
);
ID3D10Device_Draw
(
device
,
4
,
0
);
ID3D10Device_OMSetBlendState
(
device
,
dst_blend
,
blend_factor
,
D3D10_DEFAULT_SAMPLE_MASK
);
ID3D10Device_Draw
(
device
,
4
,
4
);
color
=
get_texture_color
(
offscreen
,
64
,
96
)
&
0x00ffffff
;
ok
(
compare_color
(
color
,
0x00bf4000
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
offscreen
,
64
,
32
)
&
0x00ffffff
;
ok
(
compare_color
(
color
,
0x000000ff
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
ID3D10RenderTargetView_Release
(
offscreen_rtv
);
ID3D10Texture2D_Release
(
offscreen
);
done:
ID3D10BlendState_Release
(
dst_blend
);
ID3D10BlendState_Release
(
src_blend
);
ID3D10PixelShader_Release
(
ps
);
ID3D10VertexShader_Release
(
vs
);
ID3D10Buffer_Release
(
vb
);
ID3D10InputLayout_Release
(
input_layout
);
ID3D10RenderTargetView_Release
(
backbuffer_rtv
);
ID3D10Texture2D_Release
(
backbuffer
);
IDXGISwapChain_Release
(
swapchain
);
refcount
=
ID3D10Device_Release
(
device
);
ok
(
!
refcount
,
"Device has %u references left.
\n
"
,
refcount
);
DestroyWindow
(
window
);
}
START_TEST
(
device
)
{
test_create_texture2d
();
...
...
@@ -2069,4 +2321,5 @@ START_TEST(device)
test_device_removed_reason
();
test_scissor
();
test_clear_state
();
test_blend
();
}
dlls/d3d8/tests/visual.c
View file @
1c116c35
...
...
@@ -2104,7 +2104,7 @@ done:
DestroyWindow
(
window
);
}
static
void
alpha_test
(
void
)
static
void
test_blend
(
void
)
{
IDirect3DSurface8
*
backbuffer
,
*
offscreen
,
*
depthstencil
;
IDirect3DTexture8
*
offscreenTexture
;
...
...
@@ -5393,7 +5393,7 @@ START_TEST(visual)
fog_test
();
z_range_test
();
offscreen_test
();
alpha_test
();
test_blend
();
test_scalar_instructions
();
fog_with_shader_test
();
cnd_test
();
...
...
dlls/d3d9/tests/visual.c
View file @
1c116c35
...
...
@@ -7776,7 +7776,7 @@ done:
DestroyWindow
(
window
);
}
static
void
alpha_test
(
void
)
static
void
test_blend
(
void
)
{
IDirect3DSurface9
*
backbuffer
,
*
offscreen
;
IDirect3DTexture9
*
offscreenTexture
;
...
...
@@ -17003,7 +17003,7 @@ START_TEST(visual)
maxmip_test
();
offscreen_test
();
ds_size_test
();
alpha_test
();
test_blend
();
shademode_test
();
srgbtexture_test
();
release_buffer_test
();
...
...
dlls/ddraw/tests/visual.c
View file @
1c116c35
...
...
@@ -929,7 +929,7 @@ out:
}
}
static
void
alpha_test
(
IDirect3DDevice7
*
device
)
static
void
test_blend
(
IDirect3DDevice7
*
device
)
{
HRESULT
hr
;
IDirectDrawSurface7
*
backbuffer
=
NULL
,
*
offscreen
=
NULL
;
...
...
@@ -3277,7 +3277,7 @@ START_TEST(visual)
clear_test
(
Direct3DDevice
);
fog_test
(
Direct3DDevice
);
offscreen_test
(
Direct3DDevice
);
alpha_test
(
Direct3DDevice
);
test_blend
(
Direct3DDevice
);
rhw_zero_test
(
Direct3DDevice
);
cubemap_test
(
Direct3DDevice
);
...
...
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