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wine
wine-winehq
Commits
46a67699
Commit
46a67699
authored
Mar 06, 2019
by
Daniel Ansorregui
Committed by
Alexandre Julliard
Mar 08, 2019
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Plain Diff
d3d9/tests: Add a basic Fetch4 sampling test.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
865f471a
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visual.c
dlls/d3d9/tests/visual.c
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dlls/d3d9/tests/visual.c
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46a67699
...
...
@@ -15396,6 +15396,280 @@ done:
DestroyWindow
(
window
);
}
static
void
test_fetch4
(
void
)
{
static
const
DWORD
vs_code
[]
=
{
0xfffe0300
,
/* vs_3_0 */
0x0200001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x0200001f
,
0x80000005
,
0x900f0001
,
/* dcl_texcoord v1 */
0x0200001f
,
0x80000000
,
0xe00f0000
,
/* dcl_position o0 */
0x0200001f
,
0x80000005
,
0xe00f0001
,
/* dcl_texcoord o1 */
0x02000001
,
0xe00f0000
,
0x90e40000
,
/* mov o0, v0 */
0x02000001
,
0xe00f0001
,
0x90e40001
,
/* mov o1, v1 */
0x0000ffff
,
};
static
const
DWORD
ps_code_texld
[]
=
{
0xffff0300
,
/* ps_3_0 */
0x0200001f
,
0x80000005
,
0x900f0000
,
/* dcl_texcoord v0 */
0x0200001f
,
0x90000000
,
0xa00f0800
,
/* dcl_2d s0 */
0x03000042
,
0x800f0000
,
0x90e40000
,
0xa0e40800
,
/* texld r0, v0, s0 */
0x02000001
,
0x800f0800
,
0x80e40000
,
/* mov oC0, r0 */
0x0000ffff
,
/* end */
};
/* AMD and Wine use the projection on Fetch4, Intel UHD ignores it. */
static
const
DWORD
ps_code_texldp
[]
=
{
0xffff0300
,
/* ps_3_0 */
0x0200001f
,
0x80000005
,
0x900f0000
,
/* dcl_texcoord v0 */
0x0200001f
,
0x90000000
,
0xa00f0800
,
/* dcl_2d s0 */
/* The idea here is that if we project from .z, we get a 4x zoom. From
* .w a 2x zoom. */
0x05000051
,
0xa00f0000
,
0x00000000
,
0x00000000
,
0x40800000
,
0x40000000
,
/* def c0, 0.0, 0.0, 4.0, 2.0 */
0x02000001
,
0x80030000
,
0x90f40000
,
/* mov r0.xy, v0.xyww */
0x02000001
,
0x800c0000
,
0xa0e00000
,
/* mov r0.zw, c0.xxzw */
0x03010042
,
0x800f0000
,
0x80e40000
,
0xa0e40800
,
/* texldp r0, r0, s0 */
0x02000001
,
0x800f0800
,
0x80e40000
,
/* mov oC0, r0 */
0x0000ffff
,
/* end */
};
static
const
DWORD
ps_code_swizzle
[]
=
{
/* Test texld when sampling with a .yzwx swizzle. */
0xffff0300
,
/* ps_3_0 */
0x0200001f
,
0x80000005
,
0x900f0000
,
/* dcl_texcoord v0 */
0x0200001f
,
0x90000000
,
0xa00f0800
,
/* dcl_2d s0 */
0x03000042
,
0x800f0000
,
0x90e40000
,
0xa0390800
,
/* texld r0, v0, s0.yzwx */
0x02000001
,
0x800f0800
,
0x80e40000
,
/* mov oC0, r0 */
0x0000ffff
,
/* end */
};
static
const
struct
{
struct
vec3
position
;
struct
vec4
texcoord
;
}
quad
[]
=
{
{{
-
1
.
0
f
,
1
.
0
f
,
1
.
0
f
},
{
0
.
0
f
,
0
.
0
f
,
4
.
0
f
,
2
.
0
f
}},
{{
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
{
1
.
0
f
,
0
.
0
f
,
4
.
0
f
,
2
.
0
f
}},
{{
-
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
},
{
0
.
0
f
,
1
.
0
f
,
4
.
0
f
,
2
.
0
f
}},
{{
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
},
{
1
.
0
f
,
1
.
0
f
,
4
.
0
f
,
2
.
0
f
}},
};
static
const
struct
{
unsigned
int
x
[
4
],
y
[
4
];
D3DCOLOR
colour_amd
[
16
];
D3DCOLOR
colour_intel
[
16
];
D3DCOLOR
colour_fetch4_off
[
16
];
}
expected_colours
=
{
/* Sample positions. */
{
40
,
200
,
360
,
520
},
{
30
,
150
,
270
,
390
},
/* AMD implementation (-0.5 texel offsets). */
{
0x131202f2
,
0x1211f2f1
,
0x1110f101
,
0x10100101
,
0x02f204f4
,
0xf2f1f4f3
,
0xf101f303
,
0x01010303
,
0x04f42322
,
0xf4f32221
,
0xf3032120
,
0x03032020
,
0x23222322
,
0x22212221
,
0x21202120
,
0x20202020
},
/* Intel UHD 620 implementation (no texel offsets).
* We treat the Intel results as broken. */
{
0x13131313
,
0x12131312
,
0x11121211
,
0x10111110
,
0x13021302
,
0x120213f2
,
0x11f212f1
,
0x10f11101
,
0x02040204
,
0xf20402f4
,
0xf1f4f2f3
,
0x01f3f103
,
0x04230423
,
0xf4230422
,
0xf322f421
,
0x0321f320
},
/* Fetch4 off on 2D textures. */
{
0x13131313
,
0x12121212
,
0x11111111
,
0x10101010
,
0x02020202
,
0xf2f2f2f2
,
0xf1f1f1f1
,
0x01010101
,
0x04040404
,
0xf4f4f4f4
,
0xf3f3f3f3
,
0x03030303
,
0x23232323
,
0x22222222
,
0x21212121
,
0x20202020
},
};
static
const
DWORD
fetch4_data
[]
=
{
0x10111213
,
0x01f1f202
,
0x03f3f404
,
0x20212223
};
static
const
struct
{
const
char
*
name
;
const
DWORD
*
ps_code
;
unsigned
int
projection
;
BOOL
swizzled
;
DWORD
ttff_flags
;
}
shaders
[]
=
{
{
"FFP"
,
NULL
,
0
,
FALSE
,
0
},
{
"texld"
,
ps_code_texld
,
0
,
FALSE
,
0
},
{
"texldp"
,
ps_code_texldp
,
2
,
FALSE
,
0
},
{
"texld_yzwx"
,
ps_code_swizzle
,
0
,
TRUE
,
0
},
{
"FFP_proj"
,
NULL
,
2
,
FALSE
,
D3DTTFF_PROJECTED
},
{
"FFP_proj3"
,
NULL
,
4
,
FALSE
,
D3DTTFF_COUNT3
|
D3DTTFF_PROJECTED
},
};
D3DCOLOR
colour
,
colour_amd
,
colour_intel
,
colour_off
;
IDirect3DPixelShader9
*
ps
[
ARRAY_SIZE
(
shaders
)];
IDirect3DSurface9
*
original_rt
;
struct
surface_readback
rb
;
IDirect3DVertexShader9
*
vs
;
IDirect3DTexture9
*
texture
;
IDirect3DDevice9
*
device
;
unsigned
int
i
,
j
,
x
,
y
;
D3DLOCKED_RECT
lr
;
IDirect3D9
*
d3d
;
ULONG
refcount
;
D3DCAPS9
caps
;
HWND
window
;
HRESULT
hr
;
window
=
create_window
();
d3d
=
Direct3DCreate9
(
D3D_SDK_VERSION
);
ok
(
!!
d3d
,
"Failed to create a D3D object.
\n
"
);
if
(
FAILED
(
IDirect3D9_CheckDeviceFormat
(
d3d
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
D3DFMT_X8R8G8B8
,
D3DUSAGE_DEPTHSTENCIL
,
D3DRTYPE_TEXTURE
,
MAKEFOURCC
(
'D'
,
'F'
,
'2'
,
'4'
))))
{
skip
(
"No DF24 support, skipping Fetch4 test.
\n
"
);
goto
done
;
}
if
(
!
(
device
=
create_device
(
d3d
,
window
,
window
,
TRUE
)))
{
skip
(
"Failed to create a D3D device, skipping tests.
\n
"
);
goto
done
;
}
hr
=
IDirect3DDevice9_GetDeviceCaps
(
device
,
&
caps
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
if
(
caps
.
PixelShaderVersion
<
D3DPS_VERSION
(
3
,
0
))
{
skip
(
"No pixel shader 3.0 support, skipping FETCH4 test.
\n
"
);
IDirect3DDevice9_Release
(
device
);
goto
done
;
}
hr
=
IDirect3DDevice9_GetRenderTarget
(
device
,
0
,
&
original_rt
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreateTexture
(
device
,
4
,
4
,
1
,
0
,
D3DFMT_L8
,
D3DPOOL_MANAGED
,
&
texture
,
NULL
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DTexture9_LockRect
(
texture
,
0
,
&
lr
,
NULL
,
0
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
ARRAY_SIZE
(
fetch4_data
);
++
i
)
memcpy
((
BYTE
*
)
lr
.
pBits
+
i
*
lr
.
Pitch
,
&
fetch4_data
[
i
],
sizeof
(
fetch4_data
[
i
]));
hr
=
IDirect3DTexture9_UnlockRect
(
texture
,
0
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
vs_code
,
&
vs
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
ARRAY_SIZE
(
shaders
);
++
i
)
{
if
(
!
shaders
[
i
].
ps_code
)
{
ps
[
i
]
=
NULL
;
continue
;
}
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
shaders
[
i
].
ps_code
,
&
ps
[
i
]);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
}
hr
=
IDirect3DDevice9_SetFVF
(
device
,
D3DFVF_XYZ
|
D3DFVF_TEX1
|
D3DFVF_TEXCOORDSIZE4
(
0
));
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZENABLE
,
D3DZB_TRUE
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZFUNC
,
D3DCMP_ALWAYS
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
TRUE
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTexture
(
device
,
0
,
(
IDirect3DBaseTexture9
*
)
texture
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
/* According to the documentation, Fetch4 is enabled when
* D3DSAMP_MIPMAPLODBIAS == GET4 and D3DSAMP_MAGFILTER == D3DTEXF_POINT.
* In practice, it seems that only GET4 is required.
*
* AMD r500 hardware always uses POINT filtering with Fetch4. The driver
* later on corrected this by adding a -0.5 texel offset. */
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MIPMAPLODBIAS
,
MAKEFOURCC
(
'G'
,
'E'
,
'T'
,
'4'
));
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MAGFILTER
,
D3DTEXF_POINT
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MINFILTER
,
D3DTEXF_POINT
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MIPFILTER
,
D3DTEXF_POINT
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
/* Fetch4 should work with any texture wrapping mode, and does in Wine.
* However, AMD RX 580 devices force clamping when fetch4 is on.
* No other driver/hardware does this, but to avoid problems, we test with
* CLAMP on. */
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_ADDRESSU
,
D3DTADDRESS_CLAMP
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_ADDRESSV
,
D3DTADDRESS_CLAMP
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_ADDRESSW
,
D3DTADDRESS_CLAMP
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
/* Test basic Fetch4 sampling. */
for
(
i
=
0
;
i
<
ARRAY_SIZE
(
shaders
);
++
i
)
{
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
ps
[
i
]
?
vs
:
NULL
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
ps
[
i
]);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_TEXTURETRANSFORMFLAGS
,
shaders
[
i
].
ttff_flags
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0
,
0
.
0
f
,
0
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
get_rt_readback
(
original_rt
,
&
rb
);
for
(
j
=
0
;
j
<
ARRAY_SIZE
(
expected_colours
.
colour_amd
);
++
j
)
{
unsigned
int
projection
=
shaders
[
i
].
projection
;
x
=
expected_colours
.
x
[
j
%
4
];
y
=
expected_colours
.
y
[
j
/
4
];
colour_amd
=
expected_colours
.
colour_amd
[
j
];
if
(
projection
)
colour_amd
=
expected_colours
.
colour_amd
[
j
/
4
/
projection
*
4
+
(
j
%
4
)
/
projection
];
if
(
shaders
[
i
].
swizzled
)
colour_amd
=
(
colour_amd
<<
8
)
|
(
colour_amd
>>
24
);
colour_intel
=
expected_colours
.
colour_intel
[
j
];
colour_off
=
expected_colours
.
colour_fetch4_off
[
j
];
colour
=
get_readback_color
(
&
rb
,
x
,
y
);
ok
(
color_match
(
colour
,
colour_amd
,
1
)
||
broken
(
color_match
(
colour
,
colour_intel
,
1
))
||
broken
(
color_match
(
colour
,
colour_off
,
1
)),
"Test %s: Got unexpected colour 0x%08x at (%u, %u).
\n
"
,
shaders
[
i
].
name
,
colour
,
x
,
y
);
}
release_surface_readback
(
&
rb
);
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
hr
==
D3D_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
}
IDirect3DTexture9_Release
(
texture
);
for
(
i
=
0
;
i
<
ARRAY_SIZE
(
ps
);
++
i
)
{
if
(
ps
[
i
])
IDirect3DPixelShader9_Release
(
ps
[
i
]);
}
IDirect3DVertexShader9_Release
(
vs
);
IDirect3DSurface9_Release
(
original_rt
);
refcount
=
IDirect3DDevice9_Release
(
device
);
ok
(
!
refcount
,
"Device has %u references left.
\n
"
,
refcount
);
done:
IDirect3D9_Release
(
d3d
);
DestroyWindow
(
window
);
}
static
void
shadow_test
(
void
)
{
static
const
DWORD
ps_code
[]
=
...
...
@@ -24895,6 +25169,7 @@ START_TEST(visual)
depth_buffer2_test
();
depth_blit_test
();
intz_test
();
test_fetch4
();
shadow_test
();
fp_special_test
();
depth_bounds_test
();
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