Commit c2d97b23 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Add a test for fixed function bump mapping.

parent d49c9bbc
......@@ -1322,53 +1322,9 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
/* test the behavior of the texbem instruction
* with normal 2D and projective 2D textures
*/
static void texbem_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
unsigned int i, x, y;
static const DWORD pixel_shader_code[] = {
0xffff0101, /* ps_1_1*/
0x00000042, 0xb00f0000, /* tex t0*/
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
0x0000ffff
};
static const float quad[][7] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
},{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
} };
/* use assymetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DPixelShader9 *pixel_shader = NULL;
HRESULT hr;
IDirect3DTexture9 *texture[2] = {NULL, NULL};
D3DLOCKED_RECT locked_rect;
......@@ -1435,6 +1391,58 @@ static void texbem_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
}
}
/* test the behavior of the texbem instruction
* with normal 2D and projective 2D textures
*/
static void texbem_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
int i;
static const DWORD pixel_shader_code[] = {
0xffff0101, /* ps_1_1*/
0x00000042, 0xb00f0000, /* tex t0*/
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
0x0000ffff
};
static const float quad[][7] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
},{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
} };
/* use assymetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture = NULL;
generate_bumpmap_textures(device);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
......@@ -1508,9 +1516,12 @@ static void texbem_test(IDirect3DDevice9 *device)
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture); /* For the GetTexture */
hr = IDirect3DDevice9_SetTexture(device, i, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DCubeTexture9_Release(texture[i]);
IDirect3DTexture9_Release(texture);
}
}
......@@ -6314,6 +6325,144 @@ static void vFace_register_test(IDirect3DDevice9 *device)
IDirect3DTexture9_Release(texture);
}
static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
int i;
D3DCAPS9 caps;
static const float quad[][7] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
};
/* use assymetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DTexture9 *texture = NULL;
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%s\n", DXGetErrorString9(hr));
if(!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)) {
skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n");
return;
} else {
IDirect3D9 *d3d9;
IDirect3DDevice9_GetDirect3D(device, &d3d9);
hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_LEGACYBUMPMAP,
D3DRTYPE_TEXTURE, D3DFMT_V8U8);
IDirect3D9_Release(d3d9);
if(FAILED(hr)) {
skip("D3DFMT_V8U8 not supported for legacy bump mapping\n");
return;
}
}
/* Generate the textures */
generate_bumpmap_textures(device);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader 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);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
color = getPixelColor(device, 320-32, 240);
ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320+32, 240);
ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240-32);
ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240+32);
ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240);
ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320+32, 240+32);
ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320-32, 240+32);
ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320+32, 240-32);
ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320-32, 240-32);
ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
for(i = 0; i < 2; i++) {
hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture); /* For the GetTexture */
hr = IDirect3DDevice9_SetTexture(device, i, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture); /* To destroy it */
}
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
......@@ -6396,6 +6545,7 @@ START_TEST(visual)
autogen_mipmap_test(device_ptr);
fixed_function_decl_test(device_ptr);
conditional_np2_repeat_test(device_ptr);
fixed_function_bumpmap_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
......
......@@ -2526,6 +2526,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
float mat[2][2];
if(stateblock->pixelShader && stage != 0 &&
((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->needsbumpmat == stage) {
......@@ -2545,11 +2546,13 @@ static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
}
GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI,
(float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00])));
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
checkGLcall("glTexBumpParameterfvATI");
}
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
} else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
/* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
* offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
* map offseting is done in the stage reading the bump mapped texture, and the perturbation
......@@ -2562,8 +2565,14 @@ static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV,
(float *) &(stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]));
/* We can't just pass a pointer to the stateblock to GL due to the different matrix
* format(column major vs row major)
*/
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float *) mat);
checkGLcall("glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)");
}
}
......
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