Commit 73ba896e authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

d3d9: Add a test testing two texbem instructions in one shader.

parent 167a2714
...@@ -1505,6 +1505,16 @@ static void texbem_test(IDirect3DDevice9 *device) ...@@ -1505,6 +1505,16 @@ static void texbem_test(IDirect3DDevice9 *device)
0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/ 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
0x0000ffff 0x0000ffff
}; };
static const DWORD double_texbem_code[] = {
0xffff0103, /* ps_1_3 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */
0x00000042, 0xb00f0002, /* tex t2 */
0x00000043, 0xb00f0003, 0xb0e40002, /* texbem t3, t2 */
0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */
0x0000ffff /* end */
};
static const float quad[][7] = { static const float quad[][7] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
...@@ -1536,7 +1546,8 @@ static void texbem_test(IDirect3DDevice9 *device) ...@@ -1536,7 +1546,8 @@ static void texbem_test(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DPixelShader9 *pixel_shader = NULL; IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture = NULL; IDirect3DTexture9 *texture = NULL, *texture1, *texture2;
D3DLOCKED_RECT locked_rect;
generate_bumpmap_textures(device); generate_bumpmap_textures(device);
...@@ -1619,6 +1630,131 @@ static void texbem_test(IDirect3DDevice9 *device) ...@@ -1619,6 +1630,131 @@ static void texbem_test(IDirect3DDevice9 *device)
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture); IDirect3DTexture9_Release(texture);
} }
/* Test double texbem */
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127;
((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127;
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127;
((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127;
hr = IDirect3DTexture9_UnlockRect(texture1, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
{
/* Some data without any meaning, just to have an 8x8 array to see which element is picked */
#define tex 0x00ff0000
#define tex1 0x0000ff00
#define origin 0x000000ff
static const DWORD pixel_data[] = {
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, tex1 , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin, 0x000000ff, tex , 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
};
#undef tex1
#undef tex2
#undef origin
hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for(i = 0; i < 8; i++) {
memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD));
}
hr = IDirect3DTexture9_UnlockRect(texture2, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
}
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4);
ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
bumpenvmat[0] =-1.0; bumpenvmat[2] = 2.0;
bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.0;
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
bumpenvmat[0] = 1.5; bumpenvmat[2] = 0.0;
bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.5;
IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
if(SUCCEEDED(hr)) {
static const float double_quad[] = {
-1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
-1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
};
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11);
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 2, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 3, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
IDirect3DPixelShader9_Release(pixel_shader);
IDirect3DTexture9_Release(texture);
IDirect3DTexture9_Release(texture1);
IDirect3DTexture9_Release(texture2);
} }
static void z_range_test(IDirect3DDevice9 *device) static void z_range_test(IDirect3DDevice9 *device)
......
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