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wine
wine-winehq
Commits
8b2938a2
Commit
8b2938a2
authored
Feb 17, 2014
by
Martin Storsjo
Committed by
Alexandre Julliard
Feb 17, 2014
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d3d9/tests: Add tests for different YUV texture layouts.
parent
12755257
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visual.c
dlls/d3d9/tests/visual.c
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dlls/d3d9/tests/visual.c
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8b2938a2
...
@@ -10508,6 +10508,189 @@ static void yuv_color_test(IDirect3DDevice9 *device)
...
@@ -10508,6 +10508,189 @@ static void yuv_color_test(IDirect3DDevice9 *device)
IDirect3D9_Release
(
d3d
);
IDirect3D9_Release
(
d3d
);
}
}
static
void
yuv_layout_test
(
IDirect3DDevice9
*
device
)
{
HRESULT
hr
;
IDirect3DSurface9
*
surface
,
*
target
;
unsigned
int
fmt
,
i
,
x
,
y
;
D3DFORMAT
format
;
const
char
*
fmt_string
;
D3DLOCKED_RECT
lr
;
IDirect3D9
*
d3d
;
D3DCOLOR
color
;
DWORD
ref_color
;
BYTE
*
buf
,
*
chroma_buf
,
*
u_buf
,
*
v_buf
;
UINT
width
=
20
,
height
=
16
;
D3DCAPS9
caps
;
D3DFORMAT
skip_once
=
D3DFMT_UNKNOWN
;
D3DSURFACE_DESC
desc
;
static
const
struct
{
DWORD
color1
,
color2
;
DWORD
rgb1
,
rgb2
;
}
test_data
[]
=
{
{
0x000000
,
0xffffff
,
0x00008800
,
0x00ff7dff
},
{
0xff0000
,
0x00ffff
,
0x004aff14
,
0x00b800ee
},
{
0x00ff00
,
0xff00ff
,
0x000024ee
,
0x00ffe114
},
{
0x0000ff
,
0xffff00
,
0x00b80000
,
0x004affff
},
{
0xffff00
,
0x0000ff
,
0x004affff
,
0x00b80000
},
{
0xff00ff
,
0x00ff00
,
0x00ffe114
,
0x000024ee
},
{
0x00ffff
,
0xff0000
,
0x00b800ee
,
0x004aff14
},
{
0xffffff
,
0x000000
,
0x00ff7dff
,
0x00008800
},
};
static
const
struct
{
D3DFORMAT
format
;
const
char
*
str
;
}
formats
[]
=
{
{
D3DFMT_UYVY
,
"D3DFMT_UYVY"
,
},
{
D3DFMT_YUY2
,
"D3DFMT_YUY2"
,
},
{
MAKEFOURCC
(
'Y'
,
'V'
,
'1'
,
'2'
),
"D3DFMT_YV12"
,
},
{
MAKEFOURCC
(
'N'
,
'V'
,
'1'
,
'2'
),
"D3DFMT_NV12"
,
},
};
hr
=
IDirect3DDevice9_GetDeviceCaps
(
device
,
&
caps
);
ok
(
SUCCEEDED
(
hr
),
"GetDeviceCaps failed, hr %#x.
\n
"
,
hr
);
if
(
caps
.
TextureCaps
&
D3DPTEXTURECAPS_POW2
&&
!
(
caps
.
TextureCaps
&
D3DPTEXTURECAPS_NONPOW2CONDITIONAL
))
{
skip
(
"No NP2 texture support, skipping YUV texture layout test.
\n
"
);
return
;
}
hr
=
IDirect3DDevice9_GetDirect3D
(
device
,
&
d3d
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_GetDirect3D failed, hr = %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_GetRenderTarget
(
device
,
0
,
&
target
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_GetRenderTarget failed, hr = %#x.
\n
"
,
hr
);
hr
=
IDirect3DSurface9_GetDesc
(
target
,
&
desc
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get surface description, hr %#x.
\n
"
,
hr
);
for
(
fmt
=
0
;
fmt
<
sizeof
(
formats
)
/
sizeof
(
formats
[
0
]);
fmt
++
)
{
format
=
formats
[
fmt
].
format
;
fmt_string
=
formats
[
fmt
].
str
;
/* Some (all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in
* StretchRect. Thus use StretchRect to draw the YUV surface onto the screen instead
* of drawPrimitive. */
if
(
IDirect3D9_CheckDeviceFormat
(
d3d
,
0
,
D3DDEVTYPE_HAL
,
D3DFMT_X8R8G8B8
,
0
,
D3DRTYPE_SURFACE
,
format
)
!=
D3D_OK
)
{
if
(
skip_once
!=
format
)
{
skip
(
"%s is not supported.
\n
"
,
fmt_string
);
skip_once
=
format
;
}
continue
;
}
if
(
FAILED
(
IDirect3D9_CheckDeviceFormatConversion
(
d3d
,
0
,
D3DDEVTYPE_HAL
,
format
,
desc
.
Format
)))
{
if
(
skip_once
!=
format
)
{
skip
(
"Driver cannot blit %s surfaces.
\n
"
,
fmt_string
);
skip_once
=
format
;
}
continue
;
}
hr
=
IDirect3DDevice9_CreateOffscreenPlainSurface
(
device
,
width
,
height
,
format
,
D3DPOOL_DEFAULT
,
&
surface
,
NULL
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
test_data
)
/
sizeof
(
test_data
[
0
]);
i
++
)
{
hr
=
IDirect3DSurface9_LockRect
(
surface
,
&
lr
,
NULL
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DSurface9_LockRect failed, hr = %#x.
\n
"
,
hr
);
buf
=
lr
.
pBits
;
chroma_buf
=
buf
+
lr
.
Pitch
*
height
;
if
(
format
==
MAKEFOURCC
(
'Y'
,
'V'
,
'1'
,
'2'
))
{
v_buf
=
chroma_buf
;
u_buf
=
chroma_buf
+
height
/
2
*
lr
.
Pitch
/
2
;
}
/* Draw the top left quarter of the screen with color1, the rest with color2 */
for
(
y
=
0
;
y
<
height
;
y
++
)
{
for
(
x
=
0
;
x
<
width
;
x
+=
2
)
{
DWORD
color
=
(
x
<
width
/
2
&&
y
<
height
/
2
)
?
test_data
[
i
].
color1
:
test_data
[
i
].
color2
;
BYTE
Y
=
(
color
>>
16
)
&
0xff
;
BYTE
U
=
(
color
>>
8
)
&
0xff
;
BYTE
V
=
(
color
>>
0
)
&
0xff
;
if
(
format
==
D3DFMT_UYVY
)
{
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
0
]
=
U
;
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
1
]
=
Y
;
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
2
]
=
V
;
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
3
]
=
Y
;
}
else
if
(
format
==
D3DFMT_YUY2
)
{
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
0
]
=
Y
;
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
1
]
=
U
;
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
2
]
=
Y
;
buf
[
y
*
lr
.
Pitch
+
2
*
x
+
3
]
=
V
;
}
else
if
(
format
==
MAKEFOURCC
(
'Y'
,
'V'
,
'1'
,
'2'
))
{
buf
[
y
*
lr
.
Pitch
+
x
+
0
]
=
Y
;
buf
[
y
*
lr
.
Pitch
+
x
+
1
]
=
Y
;
u_buf
[(
y
/
2
)
*
(
lr
.
Pitch
/
2
)
+
(
x
/
2
)]
=
U
;
v_buf
[(
y
/
2
)
*
(
lr
.
Pitch
/
2
)
+
(
x
/
2
)]
=
V
;
}
else
if
(
format
==
MAKEFOURCC
(
'N'
,
'V'
,
'1'
,
'2'
))
{
buf
[
y
*
lr
.
Pitch
+
x
+
0
]
=
Y
;
buf
[
y
*
lr
.
Pitch
+
x
+
1
]
=
Y
;
chroma_buf
[(
y
/
2
)
*
lr
.
Pitch
+
2
*
(
x
/
2
)
+
0
]
=
U
;
chroma_buf
[(
y
/
2
)
*
lr
.
Pitch
+
2
*
(
x
/
2
)
+
1
]
=
V
;
}
}
}
hr
=
IDirect3DSurface9_UnlockRect
(
surface
);
ok
(
hr
==
D3D_OK
,
"IDirect3DSurface9_UnlockRect failed, hr = %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0x00000000
,
1
.
0
f
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_Clear failed with %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_StretchRect
(
device
,
surface
,
NULL
,
target
,
NULL
,
D3DTEXF_POINT
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_StretchRect failed with %#x.
\n
"
,
hr
);
/* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering
* although we asked for point filtering. To prevent running into precision problems, read at points
* with some margin within each quadrant.
*
* Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors
* vastly differently, so we need a max diff of 18. */
for
(
y
=
0
;
y
<
4
;
y
++
)
{
for
(
x
=
0
;
x
<
4
;
x
++
)
{
UINT
xcoord
=
(
1
+
2
*
x
)
*
640
/
8
;
UINT
ycoord
=
(
1
+
2
*
y
)
*
480
/
8
;
ref_color
=
(
y
<
2
&&
x
<
2
)
?
test_data
[
i
].
rgb1
:
test_data
[
i
].
rgb2
;
color
=
getPixelColor
(
device
,
xcoord
,
ycoord
);
ok
(
color_match
(
color
,
ref_color
,
18
),
"Format %s: Got color %#x for pixel (%d/%d)/(%d/%d), pixel %d %d, expected %#x.
\n
"
,
fmt_string
,
color
,
x
,
4
,
y
,
4
,
xcoord
,
ycoord
,
ref_color
);
}
}
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed with %#x.
\n
"
,
hr
);
}
IDirect3DSurface9_Release
(
surface
);
}
IDirect3DSurface9_Release
(
target
);
IDirect3D9_Release
(
d3d
);
}
static
void
texop_range_test
(
IDirect3DDevice9
*
device
)
static
void
texop_range_test
(
IDirect3DDevice9
*
device
)
{
{
static
const
struct
{
static
const
struct
{
...
@@ -15197,6 +15380,7 @@ START_TEST(visual)
...
@@ -15197,6 +15380,7 @@ START_TEST(visual)
tssargtemp_test
(
device_ptr
);
tssargtemp_test
(
device_ptr
);
np2_stretch_rect_test
(
device_ptr
);
np2_stretch_rect_test
(
device_ptr
);
yuv_color_test
(
device_ptr
);
yuv_color_test
(
device_ptr
);
yuv_layout_test
(
device_ptr
);
zwriteenable_test
(
device_ptr
);
zwriteenable_test
(
device_ptr
);
alphatest_test
(
device_ptr
);
alphatest_test
(
device_ptr
);
viewport_test
(
device_ptr
);
viewport_test
(
device_ptr
);
...
...
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