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wine
wine-winehq
Commits
5f2f2ae9
Commit
5f2f2ae9
authored
Jun 17, 2013
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jun 19, 2013
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d3d8/tests: Add a test for fog_start == fog_end.
parent
e030ed3c
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169 additions
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1 deletion
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-1
visual.c
dlls/d3d8/tests/visual.c
+169
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dlls/d3d8/tests/visual.c
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5f2f2ae9
/*
/*
* Copyright (C) 2005 Henri Verbeet
* Copyright (C) 2005 Henri Verbeet
* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
* Copyright (C) 2007
, 2009, 2011-2013
Stefan Dösinger(for CodeWeavers)
*
*
* This library is free software; you can redistribute it and/or
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* modify it under the terms of the GNU Lesser General Public
...
@@ -3220,6 +3220,173 @@ static void zenable_test(IDirect3DDevice8 *device)
...
@@ -3220,6 +3220,173 @@ static void zenable_test(IDirect3DDevice8 *device)
}
}
}
}
static
void
fog_special_test
(
IDirect3DDevice8
*
device
)
{
static
const
struct
{
struct
vec3
position
;
D3DCOLOR
diffuse
;
}
quad
[]
=
{
{{
-
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
},
0xff00ff00
},
{{
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
},
0xff00ff00
},
{{
-
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
0xff00ff00
},
{{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
},
0xff00ff00
}
};
static
const
struct
{
DWORD
vertexmode
,
tablemode
;
BOOL
vs
,
ps
;
D3DCOLOR
color_left
,
color_right
;
}
tests
[]
=
{
{
D3DFOG_LINEAR
,
D3DFOG_NONE
,
FALSE
,
FALSE
,
0x00ff0000
,
0x00ff0000
},
{
D3DFOG_LINEAR
,
D3DFOG_NONE
,
FALSE
,
TRUE
,
0x00ff0000
,
0x00ff0000
},
{
D3DFOG_LINEAR
,
D3DFOG_NONE
,
TRUE
,
FALSE
,
0x00ff0000
,
0x00ff0000
},
{
D3DFOG_LINEAR
,
D3DFOG_NONE
,
TRUE
,
TRUE
,
0x00ff0000
,
0x00ff0000
},
{
D3DFOG_NONE
,
D3DFOG_LINEAR
,
FALSE
,
FALSE
,
0x0000ff00
,
0x00ff0000
},
{
D3DFOG_NONE
,
D3DFOG_LINEAR
,
FALSE
,
TRUE
,
0x0000ff00
,
0x00ff0000
},
{
D3DFOG_NONE
,
D3DFOG_LINEAR
,
TRUE
,
FALSE
,
0x0000ff00
,
0x00ff0000
},
{
D3DFOG_NONE
,
D3DFOG_LINEAR
,
TRUE
,
TRUE
,
0x0000ff00
,
0x00ff0000
},
};
static
const
DWORD
pixel_shader_code
[]
=
{
0xffff0101
,
/* ps.1.1 */
0x00000001
,
0x800f0000
,
0x90e40000
,
/* mov r0, v0 */
0x0000ffff
};
static
const
DWORD
vertex_decl
[]
=
{
D3DVSD_STREAM
(
0
),
D3DVSD_REG
(
0
,
D3DVSDT_FLOAT3
),
/* position, v0 */
D3DVSD_REG
(
1
,
D3DVSDT_D3DCOLOR
),
/* diffuse color, v1 */
D3DVSD_END
()
};
static
const
DWORD
vertex_shader_code
[]
=
{
0xfffe0101
,
/* vs.1.1 */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000001
,
0xd00f0000
,
0x90e40001
,
/* mov oD0, v1 */
0x0000ffff
};
union
{
float
f
;
DWORD
d
;
}
conv
;
DWORD
color
;
HRESULT
hr
;
unsigned
int
i
;
DWORD
ps
,
vs
;
D3DCAPS8
caps
;
hr
=
IDirect3DDevice8_GetDeviceCaps
(
device
,
&
caps
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get device caps, hr %#x.
\n
"
,
hr
);
if
(
caps
.
VertexShaderVersion
>=
D3DVS_VERSION
(
1
,
1
))
{
hr
=
IDirect3DDevice8_CreateVertexShader
(
device
,
vertex_decl
,
vertex_shader_code
,
&
vs
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create vertex shader, hr %#x.
\n
"
,
hr
);
}
else
{
skip
(
"Vertex Shaders not supported, skipping some fog tests.
\n
"
);
vs
=
0
;
}
if
(
caps
.
PixelShaderVersion
>=
D3DPS_VERSION
(
1
,
1
))
{
hr
=
IDirect3DDevice8_CreatePixelShader
(
device
,
pixel_shader_code
,
&
ps
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create pixel shader, hr %#x.
\n
"
,
hr
);
}
else
{
skip
(
"Pixel Shaders not supported, skipping some fog tests.
\n
"
);
ps
=
0
;
}
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_FOGENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to enable fog, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_FOGCOLOR
,
0xffff0000
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set fog color, hr %#x.
\n
"
,
hr
);
conv
.
f
=
0
.
5
f
;
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_FOGSTART
,
conv
.
d
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set fog start, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_FOGEND
,
conv
.
d
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set fog end, hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
tests
)
/
sizeof
(
*
tests
);
i
++
)
{
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xff0000ff
,
0
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear render target, hr %#x.
\n
"
,
hr
);
if
(
!
tests
[
i
].
vs
)
{
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
D3DFVF_XYZ
|
D3DFVF_DIFFUSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set fvf, hr %#x.
\n
"
,
hr
);
}
else
if
(
vs
)
{
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
vs
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set vertex shader, hr %#x.
\n
"
,
hr
);
}
else
{
continue
;
}
if
(
!
tests
[
i
].
ps
)
{
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set pixel shader, hr %#x.
\n
"
,
hr
);
}
else
if
(
ps
)
{
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
ps
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set pixel shader, hr %#x.
\n
"
,
hr
);
}
else
{
continue
;
}
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_FOGVERTEXMODE
,
tests
[
i
].
vertexmode
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set fogvertexmode, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_FOGTABLEMODE
,
tests
[
i
].
tablemode
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set fogtablemode, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
color
=
getPixelColor
(
device
,
310
,
240
);
ok
(
color_match
(
color
,
tests
[
i
].
color_left
,
1
),
"Expected left color 0x%08x, got 0x%08x, case %u.
\n
"
,
tests
[
i
].
color_left
,
color
,
i
);
color
=
getPixelColor
(
device
,
330
,
240
);
ok
(
color_match
(
color
,
tests
[
i
].
color_right
,
1
),
"Expected right color 0x%08x, got 0x%08x, case %u.
\n
"
,
tests
[
i
].
color_right
,
color
,
i
);
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to present backbuffer, hr %#x.
\n
"
,
hr
);
}
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_FOGENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable fog, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set pixel shader, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set vertex shader, hr %#x.
\n
"
,
hr
);
if
(
vs
)
IDirect3DDevice8_DeleteVertexShader
(
device
,
vs
);
if
(
ps
)
IDirect3DDevice8_DeletePixelShader
(
device
,
ps
);
}
START_TEST
(
visual
)
START_TEST
(
visual
)
{
{
IDirect3DDevice8
*
device_ptr
;
IDirect3DDevice8
*
device_ptr
;
...
@@ -3303,6 +3470,7 @@ START_TEST(visual)
...
@@ -3303,6 +3470,7 @@ START_TEST(visual)
multisample_copy_rects_test
(
device_ptr
);
multisample_copy_rects_test
(
device_ptr
);
zenable_test
(
device_ptr
);
zenable_test
(
device_ptr
);
resz_test
(
device_ptr
);
resz_test
(
device_ptr
);
fog_special_test
(
device_ptr
);
cleanup
:
cleanup
:
if
(
device_ptr
)
{
if
(
device_ptr
)
{
...
...
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