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wine
wine-winehq
Commits
e279fa2a
Commit
e279fa2a
authored
Nov 05, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 05, 2010
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Plain Diff
d3d9/tests: Add a test for INTZ.
parent
b93814e9
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visual.c
dlls/d3d9/tests/visual.c
+175
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dlls/d3d9/tests/visual.c
View file @
e279fa2a
...
...
@@ -10816,6 +10816,180 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
}
static
void
intz_test
(
IDirect3DDevice9
*
device
)
{
static
const
DWORD
ps_code
[]
=
{
0xffff0200
,
/* ps_2_0 */
0x0200001f
,
0x90000000
,
0xa00f0800
,
/* dcl_2d s0 */
0x0200001f
,
0x80000000
,
0xb00f0000
,
/* dcl t0 */
0x05000051
,
0xa00f0000
,
0x00000000
,
0x00000000
,
0x00000000
,
0x3f800000
,
/* def c0, 0.0, 0.0, 0.0, 1.0 */
0x02000001
,
0x800f0001
,
0xa0e40000
,
/* mov r1, c0 */
0x03000042
,
0x800f0000
,
0xb0e40000
,
0xa0e40800
,
/* texld r0, t0, s0 */
0x02000001
,
0x80010001
,
0x80e40000
,
/* mov r1.x, r0 */
0x03010042
,
0x800f0000
,
0xb0e40000
,
0xa0e40800
,
/* texldp r0, t0, s0 */
0x02000001
,
0x80020001
,
0x80000000
,
/* mov r1.y, r0.x */
0x02000001
,
0x800f0800
,
0x80e40001
,
/* mov 0C0, r1 */
0x0000ffff
,
/* end */
};
struct
{
float
x
,
y
,
z
;
float
s
,
t
,
p
,
q
;
}
quad
[]
=
{
{
-
1
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
{
-
1
.
0
f
,
-
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
},
{
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
},
};
struct
{
UINT
x
,
y
;
D3DCOLOR
color
;
}
expected_colors
[]
=
{
{
400
,
60
,
D3DCOLOR_ARGB
(
0x00
,
0x9f
,
0xff
,
0x00
)},
{
560
,
180
,
D3DCOLOR_ARGB
(
0x00
,
0xdf
,
0x55
,
0x00
)},
{
560
,
300
,
D3DCOLOR_ARGB
(
0x00
,
0xdf
,
0x66
,
0x00
)},
{
400
,
420
,
D3DCOLOR_ARGB
(
0x00
,
0x9f
,
0xb6
,
0x00
)},
{
240
,
420
,
D3DCOLOR_ARGB
(
0x00
,
0x60
,
0x6d
,
0x00
)},
{
80
,
300
,
D3DCOLOR_ARGB
(
0x00
,
0x20
,
0x33
,
0x00
)},
{
80
,
180
,
D3DCOLOR_ARGB
(
0x00
,
0x20
,
0x55
,
0x00
)},
{
240
,
60
,
D3DCOLOR_ARGB
(
0x00
,
0x60
,
0xff
,
0x00
)},
};
IDirect3DSurface9
*
original_ds
,
*
original_rt
,
*
rt
;
IDirect3DTexture9
*
texture
;
IDirect3DPixelShader9
*
ps
;
IDirect3DSurface9
*
ds
;
IDirect3D9
*
d3d9
;
D3DCAPS9
caps
;
HRESULT
hr
;
UINT
i
;
hr
=
IDirect3DDevice9_GetDeviceCaps
(
device
,
&
caps
);
ok
(
SUCCEEDED
(
hr
),
"GetDeviceCaps failed, hr %#x.
\n
"
,
hr
);
if
(
caps
.
PixelShaderVersion
<
D3DPS_VERSION
(
2
,
0
))
{
skip
(
"No pixel shader 2.0 support, skipping INTZ test.
\n
"
);
return
;
}
hr
=
IDirect3DDevice9_GetDirect3D
(
device
,
&
d3d9
);
ok
(
SUCCEEDED
(
hr
),
"GetDirect3D failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3D9_CheckDeviceFormat
(
d3d9
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
D3DFMT_X8R8G8B8
,
D3DUSAGE_DEPTHSTENCIL
,
D3DRTYPE_TEXTURE
,
MAKEFOURCC
(
'I'
,
'N'
,
'T'
,
'Z'
));
if
(
FAILED
(
hr
))
{
skip
(
"No INTZ support, skipping INTZ test.
\n
"
);
return
;
}
IDirect3D9_Release
(
d3d9
);
hr
=
IDirect3DDevice9_GetRenderTarget
(
device
,
0
,
&
original_rt
);
ok
(
SUCCEEDED
(
hr
),
"GetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_GetDepthStencilSurface
(
device
,
&
original_ds
);
ok
(
SUCCEEDED
(
hr
),
"GetDepthStencilSurface failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreateTexture
(
device
,
1024
,
1024
,
1
,
D3DUSAGE_DEPTHSTENCIL
,
MAKEFOURCC
(
'I'
,
'N'
,
'T'
,
'Z'
),
D3DPOOL_DEFAULT
,
&
texture
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreateRenderTarget
(
device
,
1024
,
1024
,
D3DFMT_A8R8G8B8
,
D3DMULTISAMPLE_NONE
,
0
,
FALSE
,
&
rt
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"CreateRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
ps_code
,
&
ps
);
ok
(
SUCCEEDED
(
hr
),
"CreatePixelShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetFVF
(
device
,
D3DFVF_XYZ
|
D3DFVF_TEX1
|
D3DFVF_TEXCOORDSIZE4
(
0
));
ok
(
SUCCEEDED
(
hr
),
"SetFVF failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZENABLE
,
D3DZB_TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZFUNC
,
D3DCMP_ALWAYS
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_ADDRESSU
,
D3DTADDRESS_WRAP
);
ok
(
SUCCEEDED
(
hr
),
"SetSamplerState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_ADDRESSV
,
D3DTADDRESS_WRAP
);
ok
(
SUCCEEDED
(
hr
),
"SetSamplerState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MAGFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetSamplerState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MINFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetSamplerState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MIPFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetSamplerState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DTexture9_GetSurfaceLevel
(
texture
,
0
,
&
ds
);
ok
(
SUCCEEDED
(
hr
),
"GetSurfaceLevel failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetDepthStencilSurface
(
device
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"SetDepthStencilSurface failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
rt
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
/* Setup the depth/stencil surface. */
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_ZBUFFER
,
0
,
0
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Clear failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"BeginScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"EndScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetDepthStencilSurface
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetDepthStencilSurface failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface9_Release
(
ds
);
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
original_rt
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTexture
(
device
,
0
,
(
IDirect3DBaseTexture9
*
)
texture
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
ps
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
/* Read the depth values back. */
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"BeginScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"EndScene failed, hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
expected_colors
)
/
sizeof
(
*
expected_colors
);
++
i
)
{
D3DCOLOR
color
=
getPixelColor
(
device
,
expected_colors
[
i
].
x
,
expected_colors
[
i
].
y
);
ok
(
color_match
(
color
,
expected_colors
[
i
].
color
,
1
),
"Expected color 0x%08x at (%u, %u), got 0x%08x.
\n
"
,
expected_colors
[
i
].
color
,
expected_colors
[
i
].
x
,
expected_colors
[
i
].
y
,
color
);
}
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetDepthStencilSurface
(
device
,
original_ds
);
ok
(
SUCCEEDED
(
hr
),
"SetDepthStencilSurface failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface9_Release
(
original_ds
);
hr
=
IDirect3DDevice9_SetTexture
(
device
,
0
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
IDirect3DTexture9_Release
(
texture
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
IDirect3DPixelShader9_Release
(
ps
);
IDirect3DSurface9_Release
(
original_rt
);
IDirect3DSurface9_Release
(
rt
);
}
static
void
shadow_test
(
IDirect3DDevice9
*
device
)
{
static
const
DWORD
ps_code
[]
=
...
...
@@ -11382,6 +11556,7 @@ START_TEST(visual)
alphareplicate_test
(
device_ptr
);
dp3_alpha_test
(
device_ptr
);
depth_buffer_test
(
device_ptr
);
intz_test
(
device_ptr
);
shadow_test
(
device_ptr
);
fp_special_test
(
device_ptr
);
depth_bounds_test
(
device_ptr
);
...
...
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