Commit 3b043c1f authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

d3d10core/tests: Add a test for color masks.

parent 8ddf4e20
......@@ -18064,6 +18064,118 @@ static void test_desktop_window(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_color_mask(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 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))
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);
memset(&blend_desc, 0, sizeof(blend_desc));
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_RED;
blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_GREEN;
blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_BLUE;
blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL;
blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALPHA;
blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_RED | D3D10_COLOR_WRITE_ENABLE_GREEN;
blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_GREEN | D3D10_COLOR_WRITE_ENABLE_ALPHA;
blend_desc.RenderTargetWriteMask[7] = 0;
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 >= 4)
ok(color == expected_colors[i], "%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;
......@@ -18182,6 +18294,7 @@ START_TEST(d3d10core)
queue_test(test_staging_buffers);
queue_test(test_render_a8);
queue_test(test_desktop_window);
queue_test(test_color_mask);
run_queued_tests();
......
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