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tests: Add test for blend factor.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -19970,7 +19970,6 @@ static void test_resource_allocation_info(void)
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}
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}
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refcount = ID3D12Device_Release(device);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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@ -20134,6 +20133,73 @@ static void test_command_list_initial_pipeline_state(void)
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destroy_test_context(&context);
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}
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static void test_blend_factor(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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unsigned int i;
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HRESULT hr;
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static const struct
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{
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float blend_factor[4];
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unsigned int expected_color;
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}
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tests[] =
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{
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{{0.0f, 0.0f, 0.0f, 0.0f}, 0xffffffff},
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{{0.0f, 1.0f, 0.0f, 1.0f}, 0xffffffff},
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{{0.5f, 0.5f, 0.5f, 0.5f}, 0xff80ff80},
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{{1.0f, 1.0f, 1.0f, 1.0f}, 0xff00ff00},
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};
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memset(&desc, 0, sizeof(desc));
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desc.no_pipeline = true;
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if (!init_test_context(&context, &desc))
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return;
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command_list = context.list;
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queue = context.queue;
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, NULL, NULL);
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pso_desc.BlendState.RenderTarget[0].BlendEnable = TRUE;
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pso_desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_BLEND_FACTOR;
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pso_desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_BLEND_FACTOR;
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pso_desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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pso_desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_BLEND_FACTOR;
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pso_desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_BLEND_FACTOR;
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pso_desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_OMSetBlendFactor(command_list, tests[i].blend_factor);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_color, 1);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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destroy_test_context(&context);
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}
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START_TEST(d3d12)
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{
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bool enable_debug_layer = false;
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@ -20255,4 +20321,5 @@ START_TEST(d3d12)
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run_test(test_resource_allocation_info);
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run_test(test_suballocate_small_textures);
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run_test(test_command_list_initial_pipeline_state);
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run_test(test_blend_factor);
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}
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