Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
bb3fb05c
Commit
bb3fb05c
authored
Jul 03, 2010
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jul 21, 2010
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
d3d9: Use a vertex shader in the vFace test.
parent
ba0a5ed1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
15 additions
and
0 deletions
+15
-0
visual.c
dlls/d3d9/tests/visual.c
+15
-0
No files found.
dlls/d3d9/tests/visual.c
View file @
bb3fb05c
...
...
@@ -7992,7 +7992,15 @@ static void vFace_register_test(IDirect3DDevice9 *device)
0x02000001
,
0x800f0800
,
0x80e40000
,
/* mov oC0, r0 */
0x0000ffff
/* END */
};
const
DWORD
vshader_code
[]
=
{
0xfffe0300
,
/* vs_3_0 */
0x0200001f
,
0x80000000
,
0x900f0000
,
/* dcl_position v0 */
0x0200001f
,
0x80000000
,
0xe00f0000
,
/* dcl_position o0 */
0x02000001
,
0xe00f0000
,
0x90e40000
,
/* mov o0, v0 */
0x0000ffff
/* end */
};
IDirect3DPixelShader9
*
shader
;
IDirect3DVertexShader9
*
vshader
;
IDirect3DTexture9
*
texture
;
IDirect3DSurface9
*
surface
,
*
backbuffer
;
const
float
quad
[]
=
{
...
...
@@ -8019,6 +8027,8 @@ static void vFace_register_test(IDirect3DDevice9 *device)
1
.
0
,
1
.
0
,
0
.
1
,
1
.
0
,
1
.
0
,
};
hr
=
IDirect3DDevice9_CreateVertexShader
(
device
,
vshader_code
,
&
vshader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreateVertexShader failed hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
shader_code
,
&
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreatePixelShader failed hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreateTexture
(
device
,
128
,
128
,
1
,
D3DUSAGE_RENDERTARGET
,
D3DFMT_X8R8G8B8
,
D3DPOOL_DEFAULT
,
&
texture
,
NULL
);
...
...
@@ -8027,6 +8037,8 @@ static void vFace_register_test(IDirect3DDevice9 *device)
ok
(
hr
==
D3D_OK
,
"IDirect3DTexture9_GetSurfaceLevel failed hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetPixelShader failed hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
vshader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexShader failed hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetFVF
(
device
,
D3DFVF_XYZ
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetFVF failed hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_GetBackBuffer
(
device
,
0
,
0
,
D3DBACKBUFFER_TYPE_MONO
,
&
backbuffer
);
...
...
@@ -8051,6 +8063,8 @@ static void vFace_register_test(IDirect3DDevice9 *device)
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x
\n
"
,
hr
);
/* Blit the texture onto the back buffer to make it visible */
hr
=
IDirect3DDevice9_SetVertexShader
(
device
,
NULL
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexShader failed, hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
NULL
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetPixelShader failed, hr=%08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTexture
(
device
,
0
,
(
IDirect3DBaseTexture9
*
)
texture
);
...
...
@@ -8082,6 +8096,7 @@ static void vFace_register_test(IDirect3DDevice9 *device)
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetPixelShader failed hr=%08x
\n
"
,
hr
);
IDirect3DDevice9_SetTexture
(
device
,
0
,
NULL
);
IDirect3DPixelShader9_Release
(
shader
);
IDirect3DVertexShader9_Release
(
vshader
);
IDirect3DSurface9_Release
(
surface
);
IDirect3DSurface9_Release
(
backbuffer
);
IDirect3DTexture9_Release
(
texture
);
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment