Commit a6b40624 authored by Misha Koshelev's avatar Misha Koshelev Committed by Alexandre Julliard

d3dx9_36: Implement and add tests for D3DXFloat16To32Array.

parent e35f1a4b
......@@ -130,7 +130,7 @@
@ stub D3DXFillVolumeTextureTX(ptr ptr)
@ stdcall D3DXFilterTexture(ptr ptr long long)
@ stdcall D3DXFindShaderComment(ptr long ptr ptr)
@ stub D3DXFloat16To32Array(ptr ptr long)
@ stdcall D3DXFloat16To32Array(ptr ptr long)
@ stub D3DXFloat32To16Array(ptr ptr long)
@ stub D3DXFrameAppendChild(ptr ptr)
@ stub D3DXFrameCalculateBoundingSphere(ptr ptr ptr)
......
......@@ -1769,3 +1769,35 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CON
}
return out;
}
/* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
* regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
static inline float float_16_to_32(const unsigned short in)
{
const unsigned short s = (in & 0x8000);
const unsigned short e = (in & 0x7C00) >> 10;
const unsigned short m = in & 0x3FF;
const float sgn = (s ? -1.0f : 1.0f);
if (e == 0)
{
if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
else return sgn * powf(2, -14.0f) * (m / 1024.0f);
}
else
{
return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
}
}
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n)
{
unsigned int i;
for (i = 0; i < n; ++i)
{
pout[i] = float_16_to_32(pin[i].value);
}
return pout;
}
......@@ -21,6 +21,7 @@
#include "wine/test.h"
#include "d3dx9.h"
#include <math.h>
#define ARRAY_SIZE 5
......@@ -2215,6 +2216,64 @@ static void test_D3DXVec_Array(void)
compare_planes(exp_plane, out_plane);
}
static void test_D3DXFloat_Array(void)
{
unsigned int i;
void *out = NULL;
D3DXFLOAT16 half;
FLOAT single;
struct
{
FLOAT single_in;
/* half_ver2 occurs on WXPPROSP3 (32 bit math), WVISTAADM (32 bit math), W7PRO (32 bit math) */
WORD half_ver1, half_ver2;
/* single_out_ver2 confirms that half -> single conversion is consistent across platforms */
FLOAT single_out_ver1, single_out_ver2;
} testdata[] = {
{ 80000.0f, 0x7c00, 0x7ce2, 65536.0f, 80000.0f },
{ 65503.0f, 0x7bff, 0x7bff, 65504.0f, 65504.0f },
{ 65504.0f, 0x7bff, 0x7bff, 65504.0f, 65504.0f },
{ 65520.0f, 0x7bff, 0x7c00, 65504.0f, 65536.0f },
{ 65521.0f, 0x7c00, 0x7c00, 65536.0f, 65536.0f },
{ 65534.0f, 0x7c00, 0x7c00, 65536.0f, 65536.0f },
{ 65535.0f, 0x7c00, 0x7c00, 65535.0f, 65536.0f },
{ 65536.0f, 0x7c00, 0x7c00, 65536.0f, 65536.0f },
{ -80000.0f, 0xfc00, 0xfce2, -65536.0f, -80000.0f },
{ -65503.0f, 0xfbff, 0xfbff, -65504.0f, -65504.0f },
{ -65504.0f, 0xfbff, 0xfbff, -65504.0f, -65504.0f },
{ -65520.0f, 0xfbff, 0xfc00, -65504.0f, -65536.0f },
{ -65521.0f, 0xfc00, 0xfc00, -65536.0f, -65536.0f },
{ -65534.0f, 0xfc00, 0xfc00, -65536.0f, -65536.0f },
{ -65535.0f, 0xfc00, 0xfc00, -65535.0f, -65536.0f },
{ -65536.0f, 0xfc00, 0xfc00, -65536.0f, -65536.0f },
{ INFINITY, 0x7c00, 0x7fff, 65536.0f, 131008.0f },
{ -INFINITY, 0xffff, 0xffff, -131008.0f, -131008.0f },
{ NAN, 0x7fff, 0x7fff, 131008.0f, 131008.0f },
{ -NAN, 0xffff, 0xffff, -131008.0f, -131008.0f },
{ 0.0f, 0x0, 0x0, 0.0f, 0.0f },
{ -0.0f, 0x8000, 0x8000, 0.0f, 0.0f },
};
/* exception on NULL out or in parameter */
out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&half, 0);
ok(out == &single, "Got %p, expected %p.\n", out, &single);
for (i = 0; i < sizeof(testdata)/sizeof(testdata[0]); i++)
{
out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&testdata[i].half_ver1, 1);
ok(out == &single, "Got %p, expected %p.\n", out, &single);
ok(relative_error(single, testdata[i].single_out_ver1) < admitted_error,
"Got %g, expected %g for index %d.\n", single, testdata[i].single_out_ver1, i);
out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&testdata[i].half_ver2, 1);
ok(out == &single, "Got %p, expected %p.\n", out, &single);
ok(relative_error(single, testdata[i].single_out_ver2) < admitted_error,
"Got %g, expected %g for index %d.\n", single, testdata[i].single_out_ver2, i);
}
}
START_TEST(math)
{
D3DXColorTest();
......@@ -2230,4 +2289,5 @@ START_TEST(math)
test_Matrix_Decompose();
test_Matrix_Transformation2D();
test_D3DXVec_Array();
test_D3DXFloat_Array();
}
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