Remove dual source blending
It is not supported on many mobile GPUS on Vulkan http://vulkan.gpuinfo.org/listreports.php?feature=dualSrcBlend&option=not and is optional on Metal
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6366a019db
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cce6b01b6d
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@ -120,11 +120,7 @@
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{"value": 9, "name": "one minus dst alpha"},
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{"value": 10, "name": "src alpha saturated"},
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{"value": 11, "name": "blend color"},
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{"value": 12, "name": "one minus blend color"},
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{"value": 13, "name": "src1 color"},
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{"value": 14, "name": "one minus src1 color"},
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{"value": 15, "name": "src1 alpha"},
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{"value": 16, "name": "one minus src1 alpha"}
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{"value": 12, "name": "one minus blend color"}
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]
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},
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"blend operation": {
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@ -49,14 +49,6 @@ namespace d3d12 {
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return D3D12_BLEND_BLEND_FACTOR;
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case nxt::BlendFactor::OneMinusBlendColor:
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return D3D12_BLEND_INV_BLEND_FACTOR;
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case nxt::BlendFactor::Src1Color:
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return D3D12_BLEND_SRC1_COLOR;
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case nxt::BlendFactor::OneMinusSrc1Color:
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return D3D12_BLEND_INV_SRC1_COLOR;
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case nxt::BlendFactor::Src1Alpha:
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return D3D12_BLEND_SRC1_ALPHA;
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case nxt::BlendFactor::OneMinusSrc1Alpha:
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return D3D12_BLEND_INV_SRC1_ALPHA;
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default:
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UNREACHABLE();
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}
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@ -49,14 +49,6 @@ namespace metal {
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return alpha ? MTLBlendFactorBlendAlpha : MTLBlendFactorBlendColor;
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case nxt::BlendFactor::OneMinusBlendColor:
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return alpha ? MTLBlendFactorOneMinusBlendAlpha : MTLBlendFactorOneMinusBlendColor;
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case nxt::BlendFactor::Src1Color:
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return MTLBlendFactorSource1Color;
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case nxt::BlendFactor::OneMinusSrc1Color:
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return MTLBlendFactorOneMinusSource1Color;
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case nxt::BlendFactor::Src1Alpha:
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return MTLBlendFactorSource1Alpha;
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case nxt::BlendFactor::OneMinusSrc1Alpha:
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return MTLBlendFactorOneMinusSource1Alpha;
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}
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}
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@ -49,14 +49,6 @@ namespace opengl {
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return alpha ? GL_CONSTANT_ALPHA : GL_CONSTANT_COLOR;
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case nxt::BlendFactor::OneMinusBlendColor:
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return alpha ? GL_ONE_MINUS_CONSTANT_ALPHA : GL_ONE_MINUS_CONSTANT_COLOR;
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case nxt::BlendFactor::Src1Color:
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return GL_SRC1_COLOR;
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case nxt::BlendFactor::OneMinusSrc1Color:
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return GL_ONE_MINUS_SRC1_COLOR;
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case nxt::BlendFactor::Src1Alpha:
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return GL_SRC1_ALPHA;
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case nxt::BlendFactor::OneMinusSrc1Alpha:
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return GL_ONE_MINUS_SRC1_ALPHA;
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default:
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UNREACHABLE();
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}
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@ -108,39 +108,6 @@ class BlendStateTest : public NXTTest {
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.GetResult();
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}
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void SetupDualSourcePipelines(const nxt::BlendState &blendState) {
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform myBlock {
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vec4 color0;
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vec4 color1;
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} myUbo;
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layout(location = 0) out vec4 fragColor0;
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layout(location = 1) out vec4 fragColor1;
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void main() {
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fragColor0 = myUbo.color0;
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fragColor1 = myUbo.color1;
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}
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)");
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basePipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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testPipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pipelineLayout)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetColorAttachmentBlendState(0, blendState)
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.GetResult();
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}
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// Create a bind group to set the colors as a uniform buffer
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template <size_t N>
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nxt::BindGroup MakeBindGroupForColors(std::array<RGBA8, N> colors) {
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@ -194,30 +161,6 @@ class BlendStateTest : public NXTTest {
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EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, kRTSize / 2, kRTSize / 2);
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}
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void DoDualSourceTest(RGBA8 base, const TriangleSpec& triangle, const RGBA8& color1, const RGBA8& expected) {
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renderTarget.TransitionUsage(nxt::TextureUsageBit::OutputAttachment);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(basePipeline)
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.SetBindGroup(0, MakeBindGroupForColors(std::array<RGBA8, 2>({ { base, base } })))
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.DrawArrays(3, 1, 0, 0)
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.SetRenderPipeline(testPipeline)
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.SetBindGroup(0, MakeBindGroupForColors(std::array<RGBA8, 2>({ { triangle.color, color1 } })))
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.SetBlendColor(triangle.blendFactor[0], triangle.blendFactor[1], triangle.blendFactor[2], triangle.blendFactor[3])
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.DrawArrays(3, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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EXPECT_PIXEL_RGBA8_EQ(expected, renderTarget, kRTSize / 2, kRTSize / 2);
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}
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// Given a vector of tests where each element is <testColor, expectedColor>, check that all expectations are true for the given blend operation
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void CheckBlendOperation(RGBA8 base, nxt::BlendOperation operation, std::vector<std::pair<RGBA8, RGBA8>> tests) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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@ -552,72 +495,6 @@ TEST_P(BlendStateTest, SrcBlendFactorOneMinusBlendColor) {
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CheckSrcBlendFactor(base, nxt::BlendFactor::OneMinusBlendColor, nxt::BlendFactor::OneMinusBlendColor, tests);
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}
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TEST_P(BlendStateTest, SrcBlendFactorSrc1Color) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::Src1Color, nxt::BlendFactor::One)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 expected = base + mix(RGBA8(0, 0, 0, 0), color, color1);
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expected.a = color.a;
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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TEST_P(BlendStateTest, SrcBlendFactorOneMinusSrc1Color) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::OneMinusSrc1Color, nxt::BlendFactor::One)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 expected = base + mix(RGBA8(0, 0, 0, 0), color, RGBA8(255, 255, 255, 255) - color1);
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expected.a = color.a;
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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TEST_P(BlendStateTest, SrcBlendFactorSrc1Alpha) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::Src1Alpha, nxt::BlendFactor::One)
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.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::Src1Alpha, nxt::BlendFactor::One)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 fac(color1.a, color1.a, color1.a, color1.a);
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RGBA8 expected = base + mix(RGBA8(0, 0, 0, 0), color, fac);
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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TEST_P(BlendStateTest, SrcBlendFactorOneMinusSrc1Alpha) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::OneMinusSrc1Alpha, nxt::BlendFactor::One)
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.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::OneMinusSrc1Alpha, nxt::BlendFactor::One)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 fac = RGBA8(255, 255, 255, 255) - RGBA8(color1.a, color1.a, color1.a, color1.a);
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RGBA8 expected = base + mix(RGBA8(0, 0, 0, 0), color, fac);
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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// The following tests check that the Destination blend factor works
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TEST_P(BlendStateTest, DstBlendFactorZero) {
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RGBA8 base(32, 64, 128, 192);
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@ -764,72 +641,6 @@ TEST_P(BlendStateTest, DstBlendFactorOneMinusBlendColor) {
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CheckDstBlendFactor(base, nxt::BlendFactor::OneMinusBlendColor, nxt::BlendFactor::OneMinusBlendColor, tests);
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}
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TEST_P(BlendStateTest, DstBlendFactorSrc1Color) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::Src1Color)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 expected = color + mix(RGBA8(0, 0, 0, 0), base, color1);
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expected.a = color.a;
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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TEST_P(BlendStateTest, DstBlendFactorOneMinusSrc1Color) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::OneMinusSrc1Color)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 expected = color + mix(RGBA8(0, 0, 0, 0), base, RGBA8(255, 255, 255, 255) - color1);
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expected.a = color.a;
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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TEST_P(BlendStateTest, DstBlendFactorSrc1Alpha) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::Src1Alpha)
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.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::Src1Alpha)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 fac(color1.a, color1.a, color1.a, color1.a);
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RGBA8 expected = color + mix(RGBA8(0, 0, 0, 0), base, fac);
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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TEST_P(BlendStateTest, DstBlendFactorOneMinusSrc1Alpha) {
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nxt::BlendState blendState = device.CreateBlendStateBuilder()
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.SetBlendEnabled(true)
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.SetColorBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::OneMinusSrc1Alpha)
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.SetAlphaBlend(nxt::BlendOperation::Add, nxt::BlendFactor::One, nxt::BlendFactor::OneMinusSrc1Alpha)
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.GetResult();
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SetupDualSourcePipelines(blendState);
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RGBA8 base(0, 0, 0, 0);
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for (auto& color : kColors) {
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RGBA8 color1(64, 32, 192, 128);
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RGBA8 fac = RGBA8(255, 255, 255, 255) - RGBA8(color1.a, color1.a, color1.a, color1.a);
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RGBA8 expected = color + mix(RGBA8(0, 0, 0, 0), base, fac);
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DoDualSourceTest(base, { color }, color1, expected);
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}
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}
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// Check that the color write mask works
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TEST_P(BlendStateTest, ColorWriteMask) {
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{
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