| /* |
| * Copyright 2008 Henri Verbeet for CodeWeavers |
| * Copyright 2015 Józef Kucia for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #define COBJMACROS |
| #include "initguid.h" |
| #include "d3d11.h" |
| #include "wine/test.h" |
| |
| static const D3D10_FEATURE_LEVEL1 d3d10_feature_levels[] = |
| { |
| D3D10_FEATURE_LEVEL_10_1, |
| D3D10_FEATURE_LEVEL_10_0, |
| D3D10_FEATURE_LEVEL_9_3, |
| D3D10_FEATURE_LEVEL_9_2, |
| D3D10_FEATURE_LEVEL_9_1 |
| }; |
| |
| static ULONG get_refcount(IUnknown *iface) |
| { |
| IUnknown_AddRef(iface); |
| return IUnknown_Release(iface); |
| } |
| |
| static ID3D10Device1 *create_device(D3D10_FEATURE_LEVEL1 feature_level) |
| { |
| ID3D10Device1 *device; |
| |
| if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, feature_level, D3D10_1_SDK_VERSION, |
| &device))) |
| return device; |
| if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, feature_level, D3D10_1_SDK_VERSION, |
| &device))) |
| return device; |
| if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, feature_level, D3D10_1_SDK_VERSION, |
| &device))) |
| return device; |
| |
| return NULL; |
| } |
| |
| static void test_device_interfaces(void) |
| { |
| IDXGIAdapter *dxgi_adapter; |
| IDXGIDevice *dxgi_device; |
| ID3D10Device1 *device; |
| IUnknown *iface; |
| ULONG refcount; |
| unsigned int i; |
| HRESULT hr; |
| |
| for (i = 0; i < sizeof(d3d10_feature_levels) / sizeof(*d3d10_feature_levels); ++i) |
| { |
| if (!(device = create_device(d3d10_feature_levels[i]))) |
| { |
| skip("Failed to create device for feature level %#x.\n", d3d10_feature_levels[i]); |
| continue; |
| } |
| |
| hr = ID3D10Device1_QueryInterface(device, &IID_IUnknown, (void **)&iface); |
| ok(SUCCEEDED(hr), "Device should implement IUnknown interface, hr %#x.\n", hr); |
| IUnknown_Release(iface); |
| |
| hr = ID3D10Device1_QueryInterface(device, &IID_IDXGIObject, (void **)&iface); |
| ok(SUCCEEDED(hr), "Device should implement IDXGIObject interface, hr %#x.\n", hr); |
| IUnknown_Release(iface); |
| |
| hr = ID3D10Device1_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); |
| ok(SUCCEEDED(hr), "Device should implement IDXGIDevice.\n"); |
| hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter, (void **)&dxgi_adapter); |
| ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter.\n"); |
| hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory, (void **)&iface); |
| ok(SUCCEEDED(hr), "Adapter parent should implement IDXGIFactory.\n"); |
| IUnknown_Release(iface); |
| IDXGIAdapter_Release(dxgi_adapter); |
| hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter1, (void **)&dxgi_adapter); |
| ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter1.\n"); |
| hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory1, (void **)&iface); |
| ok(hr == E_NOINTERFACE, "Adapter parent should not implement IDXGIFactory1.\n"); |
| IDXGIAdapter_Release(dxgi_adapter); |
| IDXGIDevice_Release(dxgi_device); |
| |
| hr = ID3D10Device1_QueryInterface(device, &IID_IDXGIDevice1, (void **)&iface); |
| ok(SUCCEEDED(hr), "Device should implement IDXGIDevice1.\n"); |
| IUnknown_Release(iface); |
| |
| hr = ID3D10Device1_QueryInterface(device, &IID_ID3D10Multithread, (void **)&iface); |
| ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, |
| "Device should implement ID3D10Multithread interface, hr %#x.\n", hr); |
| if (SUCCEEDED(hr)) IUnknown_Release(iface); |
| |
| hr = ID3D10Device1_QueryInterface(device, &IID_ID3D10Device, (void **)&iface); |
| ok(SUCCEEDED(hr), "Device should implement ID3D10Device interface, hr %#x.\n", hr); |
| IUnknown_Release(iface); |
| |
| hr = ID3D10Device1_QueryInterface(device, &IID_ID3D11Device, (void **)&iface); |
| ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, |
| "Device should implement ID3D11Device interface, hr %#x.\n", hr); |
| if (SUCCEEDED(hr)) IUnknown_Release(iface); |
| |
| refcount = ID3D10Device1_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| } |
| } |
| |
| static void test_create_shader_resource_view(void) |
| { |
| D3D10_SHADER_RESOURCE_VIEW_DESC1 srv_desc; |
| D3D10_TEXTURE2D_DESC texture_desc; |
| ULONG refcount, expected_refcount; |
| ID3D10ShaderResourceView1 *srview; |
| D3D10_BUFFER_DESC buffer_desc; |
| ID3D10Texture2D *texture; |
| ID3D10Device *tmp_device; |
| ID3D10Device1 *device; |
| ID3D10Buffer *buffer; |
| IUnknown *iface; |
| HRESULT hr; |
| |
| if (!(device = create_device(D3D10_FEATURE_LEVEL_10_1))) |
| { |
| skip("Failed to create device.\n"); |
| return; |
| } |
| |
| buffer_desc.ByteWidth = 1024; |
| buffer_desc.Usage = D3D10_USAGE_DEFAULT; |
| buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
| buffer_desc.CPUAccessFlags = 0; |
| buffer_desc.MiscFlags = 0; |
| |
| hr = ID3D10Device1_CreateBuffer(device, &buffer_desc, NULL, &buffer); |
| ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr); |
| |
| hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, NULL, &srview); |
| ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); |
| |
| srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; |
| srv_desc.ViewDimension = D3D10_1_SRV_DIMENSION_BUFFER; |
| U(srv_desc).Buffer.ElementOffset = 0; |
| U(srv_desc).Buffer.ElementWidth = 64; |
| |
| expected_refcount = get_refcount((IUnknown *)device) + 1; |
| hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, &srv_desc, &srview); |
| ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr); |
| refcount = get_refcount((IUnknown *)device); |
| ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); |
| tmp_device = NULL; |
| expected_refcount = refcount + 1; |
| ID3D10ShaderResourceView1_GetDevice(srview, &tmp_device); |
| ok(tmp_device == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp_device, device); |
| refcount = get_refcount((IUnknown *)device); |
| ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); |
| ID3D10Device_Release(tmp_device); |
| |
| hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface); |
| ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n"); |
| IUnknown_Release(iface); |
| hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface); |
| ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, |
| "Shader resource view should implement ID3D11ShaderResourceView.\n"); |
| if (SUCCEEDED(hr)) IUnknown_Release(iface); |
| |
| ID3D10ShaderResourceView1_Release(srview); |
| ID3D10Buffer_Release(buffer); |
| |
| texture_desc.Width = 512; |
| texture_desc.Height = 512; |
| texture_desc.MipLevels = 0; |
| texture_desc.ArraySize = 1; |
| texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| texture_desc.SampleDesc.Count = 1; |
| texture_desc.SampleDesc.Quality = 0; |
| texture_desc.Usage = D3D10_USAGE_DEFAULT; |
| texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
| texture_desc.CPUAccessFlags = 0; |
| texture_desc.MiscFlags = 0; |
| |
| hr = ID3D10Device1_CreateTexture2D(device, &texture_desc, NULL, &texture); |
| ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); |
| |
| hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)texture, NULL, &srview); |
| ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr); |
| |
| ID3D10ShaderResourceView1_GetDesc1(srview, &srv_desc); |
| ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format); |
| ok(srv_desc.ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURE2D, |
| "Got unexpected view dimension %#x.\n", srv_desc.ViewDimension); |
| ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n", |
| U(srv_desc).Texture2D.MostDetailedMip); |
| ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels); |
| |
| hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface); |
| ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n"); |
| IUnknown_Release(iface); |
| hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface); |
| ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, |
| "Shader resource view should implement ID3D11ShaderResourceView.\n"); |
| if (SUCCEEDED(hr)) IUnknown_Release(iface); |
| |
| ID3D10ShaderResourceView1_Release(srview); |
| ID3D10Texture2D_Release(texture); |
| |
| refcount = ID3D10Device1_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| } |
| |
| static void test_create_blend_state(void) |
| { |
| static const D3D10_BLEND_DESC1 desc_conversion_tests[] = |
| { |
| { |
| FALSE, FALSE, |
| { |
| { |
| FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD |
| }, |
| }, |
| }, |
| { |
| FALSE, TRUE, |
| { |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_RED |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_GREEN |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| }, |
| }, |
| { |
| FALSE, TRUE, |
| { |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_SUBTRACT, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MAX, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MIN, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| { |
| FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, |
| D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL |
| }, |
| }, |
| }, |
| }; |
| |
| ID3D10BlendState1 *blend_state1, *blend_state2; |
| D3D10_BLEND_DESC1 desc, obtained_desc; |
| ID3D10BlendState *d3d10_blend_state; |
| D3D10_BLEND_DESC d3d10_blend_desc; |
| ULONG refcount, expected_refcount; |
| ID3D10Device1 *device; |
| ID3D10Device *tmp; |
| unsigned int i, j; |
| IUnknown *iface; |
| HRESULT hr; |
| |
| if (!(device = create_device(D3D10_FEATURE_LEVEL_10_1))) |
| { |
| skip("Failed to create device.\n"); |
| return; |
| } |
| |
| hr = ID3D10Device1_CreateBlendState1(device, NULL, &blend_state1); |
| ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); |
| |
| memset(&desc, 0, sizeof(desc)); |
| desc.AlphaToCoverageEnable = FALSE; |
| desc.IndependentBlendEnable = FALSE; |
| desc.RenderTarget[0].BlendEnable = FALSE; |
| desc.RenderTarget[0].SrcBlend = D3D10_BLEND_ONE; |
| desc.RenderTarget[0].DestBlend = D3D10_BLEND_ZERO; |
| desc.RenderTarget[0].BlendOp = D3D10_BLEND_OP_ADD; |
| desc.RenderTarget[0].SrcBlendAlpha = D3D10_BLEND_ONE; |
| desc.RenderTarget[0].DestBlendAlpha = D3D10_BLEND_ZERO; |
| desc.RenderTarget[0].BlendOpAlpha = D3D10_BLEND_OP_ADD; |
| desc.RenderTarget[0].RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL; |
| |
| expected_refcount = get_refcount((IUnknown *)device) + 1; |
| hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state1); |
| ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); |
| hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state2); |
| ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); |
| ok(blend_state1 == blend_state2, "Got different blend state objects.\n"); |
| refcount = get_refcount((IUnknown *)device); |
| ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); |
| tmp = NULL; |
| expected_refcount = refcount + 1; |
| ID3D10BlendState1_GetDevice(blend_state1, &tmp); |
| ok(tmp == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp, device); |
| refcount = get_refcount((IUnknown *)device); |
| ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); |
| ID3D10Device_Release(tmp); |
| |
| ID3D10BlendState1_GetDesc1(blend_state1, &obtained_desc); |
| ok(obtained_desc.AlphaToCoverageEnable == FALSE, "Got unexpected alpha to coverage enable %#x.\n", |
| obtained_desc.AlphaToCoverageEnable); |
| ok(obtained_desc.IndependentBlendEnable == FALSE, "Got unexpected independent blend enable %#x.\n", |
| obtained_desc.IndependentBlendEnable); |
| for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) |
| { |
| ok(obtained_desc.RenderTarget[i].BlendEnable == FALSE, |
| "Got unexpected blend enable %#x for render target %u.\n", |
| obtained_desc.RenderTarget[i].BlendEnable, i); |
| ok(obtained_desc.RenderTarget[i].SrcBlend == D3D10_BLEND_ONE, |
| "Got unexpected src blend %u for render target %u.\n", |
| obtained_desc.RenderTarget[i].SrcBlend, i); |
| ok(obtained_desc.RenderTarget[i].DestBlend == D3D10_BLEND_ZERO, |
| "Got unexpected dest blend %u for render target %u.\n", |
| obtained_desc.RenderTarget[i].DestBlend, i); |
| ok(obtained_desc.RenderTarget[i].BlendOp == D3D10_BLEND_OP_ADD, |
| "Got unexpected blend op %u for render target %u.\n", |
| obtained_desc.RenderTarget[i].BlendOp, i); |
| ok(obtained_desc.RenderTarget[i].SrcBlendAlpha == D3D10_BLEND_ONE, |
| "Got unexpected src blend alpha %u for render target %u.\n", |
| obtained_desc.RenderTarget[i].SrcBlendAlpha, i); |
| ok(obtained_desc.RenderTarget[i].DestBlendAlpha == D3D10_BLEND_ZERO, |
| "Got unexpected dest blend alpha %u for render target %u.\n", |
| obtained_desc.RenderTarget[i].DestBlendAlpha, i); |
| ok(obtained_desc.RenderTarget[i].BlendOpAlpha == D3D10_BLEND_OP_ADD, |
| "Got unexpected blend op alpha %u for render target %u.\n", |
| obtained_desc.RenderTarget[i].BlendOpAlpha, i); |
| ok(obtained_desc.RenderTarget[i].RenderTargetWriteMask == D3D10_COLOR_WRITE_ENABLE_ALL, |
| "Got unexpected render target write mask %#x for render target %u.\n", |
| obtained_desc.RenderTarget[0].RenderTargetWriteMask, i); |
| } |
| |
| hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&iface); |
| ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n"); |
| IUnknown_Release(iface); |
| hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&iface); |
| ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, |
| "Blend state should implement ID3D11BlendState.\n"); |
| if (SUCCEEDED(hr)) IUnknown_Release(iface); |
| |
| refcount = ID3D10BlendState1_Release(blend_state1); |
| ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); |
| refcount = ID3D10BlendState1_Release(blend_state2); |
| ok(!refcount, "Blend state has %u references left.\n", refcount); |
| |
| for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) |
| { |
| const D3D10_BLEND_DESC1 *current_desc = &desc_conversion_tests[i]; |
| |
| hr = ID3D10Device1_CreateBlendState1(device, current_desc, &blend_state1); |
| ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); |
| |
| hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&d3d10_blend_state); |
| ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n"); |
| |
| ID3D10BlendState_GetDesc(d3d10_blend_state, &d3d10_blend_desc); |
| ok(d3d10_blend_desc.AlphaToCoverageEnable == current_desc->AlphaToCoverageEnable, |
| "Got unexpected alpha to coverage enable %#x for test %u.\n", |
| d3d10_blend_desc.AlphaToCoverageEnable, i); |
| ok(d3d10_blend_desc.SrcBlend == current_desc->RenderTarget[0].SrcBlend, |
| "Got unexpected src blend %u for test %u.\n", d3d10_blend_desc.SrcBlend, i); |
| ok(d3d10_blend_desc.DestBlend == current_desc->RenderTarget[0].DestBlend, |
| "Got unexpected dest blend %u for test %u.\n", d3d10_blend_desc.DestBlend, i); |
| ok(d3d10_blend_desc.BlendOp == current_desc->RenderTarget[0].BlendOp, |
| "Got unexpected blend op %u for test %u.\n", d3d10_blend_desc.BlendOp, i); |
| ok(d3d10_blend_desc.SrcBlendAlpha == current_desc->RenderTarget[0].SrcBlendAlpha, |
| "Got unexpected src blend alpha %u for test %u.\n", d3d10_blend_desc.SrcBlendAlpha, i); |
| ok(d3d10_blend_desc.DestBlendAlpha == current_desc->RenderTarget[0].DestBlendAlpha, |
| "Got unexpected dest blend alpha %u for test %u.\n", d3d10_blend_desc.DestBlendAlpha, i); |
| ok(d3d10_blend_desc.BlendOpAlpha == current_desc->RenderTarget[0].BlendOpAlpha, |
| "Got unexpected blend op alpha %u for test %u.\n", d3d10_blend_desc.BlendOpAlpha, i); |
| for (j = 0; j < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; j++) |
| { |
| unsigned int k = current_desc->IndependentBlendEnable ? j : 0; |
| ok(d3d10_blend_desc.BlendEnable[j] == current_desc->RenderTarget[k].BlendEnable, |
| "Got unexpected blend enable %#x for test %u, render target %u.\n", |
| d3d10_blend_desc.BlendEnable[j], i, j); |
| ok(d3d10_blend_desc.RenderTargetWriteMask[j] == current_desc->RenderTarget[k].RenderTargetWriteMask, |
| "Got unexpected render target write mask %#x for test %u, render target %u.\n", |
| d3d10_blend_desc.RenderTargetWriteMask[j], i, j); |
| } |
| |
| ID3D10BlendState_Release(d3d10_blend_state); |
| |
| refcount = ID3D10BlendState1_Release(blend_state1); |
| ok(!refcount, "Got unexpected refcount %u.\n", refcount); |
| } |
| |
| refcount = ID3D10Device1_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| } |
| |
| START_TEST(d3d10_1) |
| { |
| test_device_interfaces(); |
| test_create_shader_resource_view(); |
| test_create_blend_state(); |
| } |