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wine
wine-winehq
Commits
7b31e912
Commit
7b31e912
authored
Mar 22, 2007
by
Fabian Bieler
Committed by
Alexandre Julliard
Mar 23, 2007
Browse files
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Browse Files
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Plain Diff
d3d9/tests: Add test for fog with shader.
parent
878e0253
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visual.c
dlls/d3d9/tests/visual.c
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dlls/d3d9/tests/visual.c
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7b31e912
...
...
@@ -408,6 +408,9 @@ static void test_mova(IDirect3DDevice9 *device)
ok
(
SUCCEEDED
(
hr
),
"Clear failed (%08x)
\n
"
,
hr
);
}
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexShader failed (%08x)
\n
"
,
hr
);
IDirect3DVertexDeclaration9_Release
(
vertex_declaration
);
IDirect3DVertexShader9_Release
(
mova_shader
);
}
...
...
@@ -686,6 +689,240 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
IDirect3DSurface9_Release
(
surface
);
}
/* 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
*/
static
void
fog_with_shader_test
(
IDirect3DDevice9
*
device
)
{
HRESULT
hr
;
DWORD
color
;
/* NOTE: changing these values will not effect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
union
{
float
f
;
DWORD
i
;}
start
=
{.
f
=
0
.
9
},
end
=
{.
f
=
0
.
1
};
unsigned
int
i
,
j
;
/* basic vertex shader without fog computation ("non foggy") */
static
const
DWORD
vertex_shader_code1
[]
=
{
0xfffe0101
,
/* vs_1_1 */
0x0000001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x0000001f
,
0x8000000a
,
0x900f0001
,
/* dcl_color0 v1 */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000001
,
0xd00f0000
,
0x90e40001
,
/* mov oD0, v1 */
0x0000ffff
};
/* basic vertex shader with reversed fog computation ("foggy") */
static
const
DWORD
vertex_shader_code2
[]
=
{
0xfffe0101
,
/* vs_1_1 */
0x0000001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x0000001f
,
0x8000000a
,
0x900f0001
,
/* dcl_color0 v1 */
0x00000051
,
0xa00f0000
,
0xbfa00000
,
0x00000000
,
0xbf666666
,
0x00000000
,
/* def c0, -1.25, 0.0, -0.9, 0.0 */
0x00000001
,
0xc00f0000
,
0x90e40000
,
/* mov oPos, v0 */
0x00000001
,
0xd00f0000
,
0x90e40001
,
/* mov oD0, v1 */
0x00000002
,
0x800f0000
,
0x90aa0000
,
0xa0aa0000
,
/* add r0, v0.z, c0.z */
0x00000005
,
0xc00f0001
,
0x80000000
,
0xa0000000
,
/* mul oFog, r0.x, c0.x */
0x0000ffff
};
/* basic pixel shader */
static
const
DWORD
pixel_shader_code
[]
=
{
0xffff0101
,
/* ps_1_1 */
0x00000001
,
0x800f0000
,
0x90e40000
,
/* mov r0, vo */
0x0000ffff
};
static
struct
vertex
quad
[]
=
{
{
-
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
,
0xFFFF0000
},
{
-
1
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0xFFFF0000
},
{
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
,
0xFFFF0000
},
{
1
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0xFFFF0000
},
};
static
const
D3DVERTEXELEMENT9
decl_elements
[]
=
{
{
0
,
0
,
D3DDECLTYPE_FLOAT3
,
D3DDECLMETHOD_DEFAULT
,
D3DDECLUSAGE_POSITION
,
0
},
{
0
,
12
,
D3DDECLTYPE_D3DCOLOR
,
D3DDECLMETHOD_DEFAULT
,
D3DDECLUSAGE_COLOR
,
0
},
D3DDECL_END
()
};
IDirect3DVertexDeclaration9
*
vertex_declaration
=
NULL
;
IDirect3DVertexShader9
*
vertex_shader
[
3
]
=
{
NULL
,
NULL
,
NULL
};
IDirect3DPixelShader9
*
pixel_shader
[
2
]
=
{
NULL
,
NULL
};
/* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
static
const
struct
test_data_t
{
int
vshader
;
int
pshader
;
D3DFOGMODE
vfog
;
D3DFOGMODE
tfog
;
unsigned
int
color
[
11
];
}
test_data
[]
=
{
/* only pixel shader: */
{
0
,
1
,
0
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
0
,
1
,
1
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
0
,
1
,
2
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
0
,
1
,
3
,
0
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
0
,
1
,
3
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
/* vertex shader */
{
1
,
0
,
0
,
0
,
{
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
,
0x0000ff00
}},
{
1
,
0
,
0
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
1
,
0
,
1
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
1
,
0
,
2
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
1
,
0
,
3
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
/* vertex shader and pixel shader */
{
1
,
1
,
0
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
1
,
1
,
1
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
1
,
1
,
2
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
{
1
,
1
,
3
,
3
,
{
0x0000ff00
,
0x0000ff00
,
0x0020df00
,
0x0040bf00
,
0x005fa000
,
0x007f8000
,
0x009f6000
,
0x00bf4000
,
0x00df2000
,
0x00ff0000
,
0x00df2000
}},
/* foggy vertex shader */
{
2
,
0
,
0
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
{
2
,
0
,
1
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
{
2
,
0
,
2
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
{
2
,
0
,
3
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
/* foggy vertex shader and pixel shader */
{
2
,
1
,
0
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
{
2
,
1
,
1
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
{
2
,
1
,
2
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
{
2
,
1
,
3
,
0
,
{
0x00ff0000
,
0x00fe0100
,
0x00de2100
,
0x00bf4000
,
0x009f6000
,
0x007f8000
,
0x005fa000
,
0x003fc000
,
0x001fe000
,
0x0000ff00
,
0x001fe000
}},
};
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
vertex_shader_code1
,
&
vertex_shader
[
1
]);
ok
(
SUCCEEDED
(
hr
),
"CreateVertexShader failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
vertex_shader_code2
,
&
vertex_shader
[
2
]);
ok
(
SUCCEEDED
(
hr
),
"CreateVertexShader failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
pixel_shader_code
,
&
pixel_shader
[
1
]);
ok
(
SUCCEEDED
(
hr
),
"CreatePixelShader failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreateVertexDeclaration
(
device
,
decl_elements
,
&
vertex_declaration
);
ok
(
SUCCEEDED
(
hr
),
"CreateVertexDeclaration failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffff00ff
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_Clear failed (%08x)
\n
"
,
hr
);
/* Setup initial states: No lighting, fog on, fog color */
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
hr
==
D3D_OK
,
"Turning off lighting failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGENABLE
,
TRUE
);
ok
(
hr
==
D3D_OK
,
"Turning on fog calculations failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGCOLOR
,
0xFF00FF00
/* A nice green */
);
ok
(
hr
==
D3D_OK
,
"Setting fog color failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexDeclaration
(
device
,
vertex_declaration
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexDeclaration failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGTABLEMODE
,
D3DFOG_NONE
);
ok
(
hr
==
D3D_OK
,
"Turning off table fog failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGVERTEXMODE
,
D3DFOG_NONE
);
ok
(
hr
==
D3D_OK
,
"Turning off vertex fog failed (%08x)
\n
"
,
hr
);
/* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGSTART
,
start
.
i
);
ok
(
hr
==
D3D_OK
,
"Setting fog start failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGEND
,
end
.
i
);
ok
(
hr
==
D3D_OK
,
"Setting fog end failed (%08x)
\n
"
,
hr
);
for
(
i
=
0
;
i
<
22
;
i
++
)
{
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
vertex_shader
[
test_data
[
i
].
vshader
]);
ok
(
SUCCEEDED
(
hr
),
"SetVertexShader failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
pixel_shader
[
test_data
[
i
].
pshader
]);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGVERTEXMODE
,
test_data
[
i
].
vfog
);
ok
(
hr
==
D3D_OK
,
"Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGTABLEMODE
,
test_data
[
i
].
tfog
);
ok
(
hr
==
D3D_OK
,
"Setting fog table mode to D3DFOG_LINEAR failed (%08x)
\n
"
,
hr
);
for
(
j
=
0
;
j
<
11
;
j
++
)
{
/* Don't use the whole zrange to prevent rounding errors */
quad
[
0
].
z
=
0
.
001
f
+
(
float
)
j
/
10
.
001
f
;
quad
[
1
].
z
=
0
.
001
f
+
(
float
)
j
/
10
.
001
f
;
quad
[
2
].
z
=
0
.
001
f
+
(
float
)
j
/
10
.
001
f
;
quad
[
3
].
z
=
0
.
001
f
+
(
float
)
j
/
10
.
001
f
;
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
hr
==
D3D_OK
,
"BeginScene returned failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
&
quad
[
0
],
sizeof
(
quad
[
0
]));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"EndScene failed (%08x)
\n
"
,
hr
);
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
/* As the red and green component are the result of blending use 5% tolerance on the expected value */
color
=
getPixelColor
(
device
,
128
,
240
);
ok
((
unsigned
char
)(
color
)
==
((
unsigned
char
)
test_data
[
i
].
color
[
j
])
&&
abs
(
((
unsigned
char
)(
color
>>
8
))
-
(
unsigned
char
)(
test_data
[
i
].
color
[
j
]
>>
8
)
)
<
13
&&
abs
(
((
unsigned
char
)(
color
>>
16
))
-
(
unsigned
char
)(
test_data
[
i
].
color
[
j
]
>>
16
)
)
<
13
,
"fog ps%i vs%i fvm%i ftm%i: got color %08x, expected %08x +-5%%
\n
"
,
test_data
[
i
].
vshader
,
test_data
[
i
].
pshader
,
test_data
[
i
].
vfog
,
test_data
[
i
].
tfog
,
color
,
test_data
[
i
].
color
[
j
]);
}
}
/* reset states */
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexShader failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexDeclaration
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexDeclaration failed (%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGENABLE
,
FALSE
);
ok
(
hr
==
D3D_OK
,
"Turning off fog calculations failed (%08x)
\n
"
,
hr
);
IDirect3DVertexShader9_Release
(
vertex_shader
[
1
]);
IDirect3DVertexShader9_Release
(
vertex_shader
[
2
]);
IDirect3DPixelShader9_Release
(
pixel_shader
[
1
]);
IDirect3DVertexDeclaration9_Release
(
vertex_declaration
);
}
START_TEST
(
visual
)
{
IDirect3DDevice9
*
device_ptr
;
...
...
@@ -748,6 +985,12 @@ START_TEST(visual)
}
else
skip
(
"No vs_2_0 support
\n
"
);
if
(
caps
.
VertexShaderVersion
>=
D3DVS_VERSION
(
1
,
1
)
&&
caps
.
PixelShaderVersion
>=
D3DVS_VERSION
(
1
,
1
))
{
fog_with_shader_test
(
device_ptr
);
}
else
skip
(
"No vs_1_1 and ps_1_1 support
\n
"
);
cleanup
:
if
(
device_ptr
)
IDirect3DDevice9_Release
(
device_ptr
);
}
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