Commit 779b8b53 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d9/tests: Use a separate device for test_vshader_input().

parent ed2b3112
......@@ -6944,8 +6944,23 @@ static void test_compare_instructions(IDirect3DDevice9 *device)
IDirect3DVertexShader9_Release(shader_slt_scalar);
}
static void test_vshader_input(IDirect3DDevice9 *device)
static void test_vshader_input(void)
{
IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder;
IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float;
IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
D3DADAPTER_IDENTIFIER9 identifier;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
unsigned int i;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
BOOL warp;
static const DWORD swapped_shader_code_3[] =
{
0xfffe0300, /* vs_3_0 */
......@@ -7046,117 +7061,152 @@ static void test_vshader_input(IDirect3DDevice9 *device)
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
IDirect3DPixelShader9 *ps;
HRESULT hr;
DWORD color;
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
-1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
-1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
};
float quad2[] = {
0.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
static const float quad2[] =
{
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
};
float quad3[] = {
-1.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, -1.0, 0.0, 0.0,
0.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,
-1.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0,
0.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0,
static const float quad3[] =
{
-1.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
};
float quad4[] = {
0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
0.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
1.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
static const float quad4[] =
{
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
};
static const float quad1_modified[] =
{
-1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f,
};
static const float quad2_modified[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
};
static const struct vertex quad1_color[] =
{
{-1.0f, -1.0f, 0.1f, 0x00ff8040},
{-1.0f, 0.0f, 0.1f, 0x00ff8040},
{ 0.0f, -1.0f, 0.1f, 0x00ff8040},
{ 0.0f, 0.0f, 0.1f, 0x00ff8040},
};
static const struct vertex quad2_color[] =
{
{ 0.0f, -1.0f, 0.1f, 0x00ff8040},
{ 0.0f, 0.0f, 0.1f, 0x00ff8040},
{ 1.0f, -1.0f, 0.1f, 0x00ff8040},
{ 1.0f, 0.0f, 0.1f, 0x00ff8040},
};
static const struct vertex quad3_color[] =
{
{-1.0f, 0.0f, 0.1f, 0x00ff8040},
{-1.0f, 1.0f, 0.1f, 0x00ff8040},
{ 0.0f, 0.0f, 0.1f, 0x00ff8040},
{ 0.0f, 1.0f, 0.1f, 0x00ff8040},
};
static const float quad4_color[] =
{
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f,
};
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] = {
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] = {
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
{0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] = {
static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] = {
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
{0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] = {
static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_color_color[] = {
static const D3DVERTEXELEMENT9 decl_elements_color_color[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] = {
static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_color_float[] = {
static const D3DVERTEXELEMENT9 decl_elements_color_float[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder;
IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float;
unsigned int i;
float normalize[4] = {1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0};
float no_normalize[4] = {1.0, 1.0, 1.0, 1.0};
D3DADAPTER_IDENTIFIER9 identifier;
IDirect3D9 *d3d;
BOOL warp;
static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f};
static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 1.0f};
struct vertex quad1_color[] = {
{-1.0, -1.0, 0.1, 0x00ff8040},
{ 0.0, -1.0, 0.1, 0x00ff8040},
{-1.0, 0.0, 0.1, 0x00ff8040},
{ 0.0, 0.0, 0.1, 0x00ff8040}
};
struct vertex quad2_color[] = {
{ 0.0, -1.0, 0.1, 0x00ff8040},
{ 1.0, -1.0, 0.1, 0x00ff8040},
{ 0.0, 0.0, 0.1, 0x00ff8040},
{ 1.0, 0.0, 0.1, 0x00ff8040}
};
struct vertex quad3_color[] = {
{-1.0, 0.0, 0.1, 0x00ff8040},
{ 0.0, 0.0, 0.1, 0x00ff8040},
{-1.0, 1.0, 0.1, 0x00ff8040},
{ 0.0, 1.0, 0.1, 0x00ff8040}
};
float quad4_color[] = {
0.0, 0.0, 0.1, 1.0, 1.0, 0.0, 0.0,
1.0, 0.0, 0.1, 1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0, 0.0, 1.0,
};
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
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(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No vs_3_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "Failed to get D3D object, hr %#x.\n", hr);
hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier);
ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
warp = !strcmp(identifier.Description, "Microsoft Basic Render Driver");
IDirect3D9_Release(d3d);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
......@@ -7179,8 +7229,9 @@ static void test_vshader_input(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
for(i = 1; i <= 3; i++) {
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
for (i = 1; i <= 3; ++i)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
if(i == 3) {
hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader);
......@@ -7283,19 +7334,6 @@ static void test_vshader_input(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
float quad1_modified[] = {
-1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0,
0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
-1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, -1.0, -1.0, 0.0,
};
float quad2_modified[] = {
0.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
};
hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
......@@ -7343,8 +7381,9 @@ static void test_vshader_input(IDirect3DDevice9 *device)
IDirect3DVertexShader9_Release(swapped_shader);
}
for(i = 1; i <= 3; i++) {
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
for (i = 1; i <= 3; ++i)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
if(i == 3) {
hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader);
......@@ -7436,6 +7475,11 @@ static void test_vshader_input(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9_Release(decl_color_float);
IDirect3DPixelShader9_Release(ps);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void srgbtexture_test(IDirect3DDevice9 *device)
......@@ -16176,17 +16220,13 @@ START_TEST(visual)
sincos_test(device_ptr);
sgn_test(device_ptr);
clip_planes_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
test_vshader_input(device_ptr);
} else {
skip("No vs_3_0 support\n");
}
}
else skip("No vs_2_0 support\n");
cleanup_device(device_ptr);
device_ptr = NULL;
test_vshader_input();
test_vshader_float16();
stream_test();
fog_with_shader_test();
......
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