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wine
wine-cw
Commits
e51f2a0e
Commit
e51f2a0e
authored
Jan 19, 2009
by
Stefan Dösinger
Committed by
Alexandre Julliard
Feb 11, 2009
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d3d9: Test table fog and exp fog in the shader fog test.
parent
66778ed9
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visual.c
dlls/d3d9/tests/visual.c
+44
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dlls/d3d9/tests/visual.c
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e51f2a0e
...
...
@@ -1320,9 +1320,9 @@ out:
/* This test tests fog in combination with shaders.
* What's tested: linear fog (vertex and table) with pixel shader
* linear table fog with non foggy vertex shader
* vertex fog with foggy vertex shader
*
What's not tested: non linear fog with shader
*
table fog with foggy vertex
shader
* vertex fog with foggy vertex shader
, non-linear
*
fog with shader, non-linear fog with foggy shader,
*
linear table fog with foggy
shader
*/
static
void
fog_with_shader_test
(
IDirect3DDevice9
*
device
)
{
...
...
@@ -1423,6 +1423,25 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
0x005fa000
,
0x0040bf00
,
0x0020df00
,
0x0000ff00
,
0x0000ff00
}},
/* vertex shader and pixel shader */
/* The next 4 tests would read the fog coord output, but it isn't available.
* The result is a fully fogged quad, no matter what the Z coord is. This is on
* a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent.
* These tests should be disabled if some other hardware behaves differently
*/
{
1
,
1
,
D3DFOG_NONE
,
D3DFOG_NONE
,
{
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
}},
{
1
,
1
,
D3DFOG_LINEAR
,
D3DFOG_NONE
,
{
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
}},
{
1
,
1
,
D3DFOG_EXP
,
D3DFOG_NONE
,
{
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
}},
{
1
,
1
,
D3DFOG_EXP2
,
D3DFOG_NONE
,
{
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
}},
/* These use the Z coordinate with linear table fog */
{
1
,
1
,
D3DFOG_NONE
,
D3DFOG_LINEAR
,
{
0x00ff0000
,
0x00ff0000
,
0x00df2000
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x0040bf00
,
0x0020df00
,
0x0000ff00
,
0x0000ff00
}},
...
...
@@ -1432,11 +1451,17 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
{
1
,
1
,
D3DFOG_EXP2
,
D3DFOG_LINEAR
,
{
0x00ff0000
,
0x00ff0000
,
0x00df2000
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x0040bf00
,
0x0020df00
,
0x0000ff00
,
0x0000ff00
}},
{
1
,
1
,
D3DFOG_LINEAR
,
D3DFOG_LINEAR
,
{
0x00ff0000
,
0x00ff0000
,
0x00df2000
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x0040bf00
,
0x0020df00
,
0x0000ff00
,
0x0000ff00
}},
/* Non-linear table fog without fog coord */
{
1
,
1
,
D3DFOG_NONE
,
D3DFOG_EXP
,
{
0x00ff0000
,
0x00e71800
,
0x00d12e00
,
0x00bd4200
,
0x00ab5400
,
0x009b6400
,
0x008d7200
,
0x007f8000
,
0x00738c00
,
0x00689700
,
0x005ea100
}},
{
1
,
1
,
D3DFOG_NONE
,
D3DFOG_EXP2
,
{
0x00fd0200
,
0x00f50200
,
0x00f50a00
,
0x00e91600
,
0x00d92600
,
0x00c73800
,
0x00b24d00
,
0x009c6300
,
0x00867900
,
0x00728d00
,
0x005ea100
}},
#if 0 /* FIXME: these fail on GeForce 8500 */
/* foggy vertex shader */
...
...
@@ -1454,7 +1479,9 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
#endif
/* foggy vertex shader and pixel shader */
/* foggy vertex shader and pixel shader. First 4 tests with vertex fog,
* all using the fixed fog-coord linear fog
*/
{
2
,
1
,
D3DFOG_NONE
,
D3DFOG_NONE
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x0000ff00
}},
...
...
@@ -1468,6 +1495,18 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x0000ff00
}},
/* These use table fog. Here the shader-provided fog coordinate is
* ignored and the z coordinate used instead
*/
{
2
,
1
,
D3DFOG_NONE
,
D3DFOG_EXP
,
{
0x00ff0000
,
0x00e71800
,
0x00d12e00
,
0x00bd4200
,
0x00ab5400
,
0x009b6400
,
0x008d7200
,
0x007f8000
,
0x00738c00
,
0x00689700
,
0x005ea100
}},
{
2
,
1
,
D3DFOG_NONE
,
D3DFOG_EXP2
,
{
0x00fd0200
,
0x00f50200
,
0x00f50a00
,
0x00e91600
,
0x00d92600
,
0x00c73800
,
0x00b24d00
,
0x009c6300
,
0x00867900
,
0x00728d00
,
0x005ea100
}},
{
2
,
1
,
D3DFOG_NONE
,
D3DFOG_LINEAR
,
{
0x00ff0000
,
0x00ff0000
,
0x00df2000
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x0040bf00
,
0x0020df00
,
0x0000ff00
,
0x0000ff00
}},
};
/* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
...
...
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