Commit e46378c7 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

d3d9/tests: Add unbound cube/volume texture tests.

parent 7c6bd2f2
......@@ -12188,7 +12188,7 @@ static void ds_size_test(IDirect3DDevice9 *device)
static void unbound_sampler_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DPixelShader9 *ps;
IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume;
IDirect3DSurface9 *rt, *old_rt;
DWORD color;
......@@ -12201,6 +12201,24 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
static const DWORD ps_code_cube[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x98000000, 0xa00f0800, /* dcl_cube s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
static const DWORD ps_code_volume[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
static const struct
{
......@@ -12220,6 +12238,10 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr);
......@@ -12253,6 +12275,42 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
color = getPixelColorFromSurface(rt, 32, 32);
ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
/* Now try with a cube texture */
hr = IDirect3DDevice9_SetPixelShader(device, ps_cube);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
}
color = getPixelColorFromSurface(rt, 32, 32);
ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
/* And then with a volume texture */
hr = IDirect3DDevice9_SetPixelShader(device, ps_volume);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
}
color = getPixelColorFromSurface(rt, 32, 32);
ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
......@@ -12262,6 +12320,8 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(old_rt);
IDirect3DPixelShader9_Release(ps);
IDirect3DPixelShader9_Release(ps_cube);
IDirect3DPixelShader9_Release(ps_volume);
}
static void update_surface_test(IDirect3DDevice9 *device)
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment