d3d9/tests: Use a separate device for fog_with_shader_test().

This commit is contained in:
Henri Verbeet 2014-03-24 11:31:35 +01:00 committed by Alexandre Julliard
parent aded2bb23c
commit 0be10d6050
1 changed files with 68 additions and 38 deletions

View File

@ -1746,17 +1746,25 @@ out:
* linear table fog with non foggy vertex shader
* vertex fog with foggy vertex shader, non-linear
* fog with shader, non-linear fog with foggy shader,
* linear table fog with foggy shader
*/
static void fog_with_shader_test(IDirect3DDevice9 *device)
* linear table fog with foggy shader */
static void fog_with_shader_test(void)
{
HRESULT hr;
IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DDevice9 *device;
unsigned int i, j;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
union {
HWND window;
HRESULT hr;
union
{
float f;
DWORD i;
} start, end;
unsigned int i, j;
/* basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
@ -1808,32 +1816,31 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
static struct vertex quad[] = {
static struct vertex quad[] =
{
{-1.0f, -1.0f, 0.0f, 0xffff0000 },
{-1.0f, 1.0f, 0.0f, 0xffff0000 },
{ 1.0f, -1.0f, 0.0f, 0xffff0000 },
{ 1.0f, 1.0f, 0.0f, 0xffff0000 },
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
/* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
static const struct test_data_t {
/* This reference data was collected on a nVidia GeForce 7600GS driver
* version 84.19 DirectX version 9.0c on Windows XP. */
static const struct test_data_t
{
int vshader;
int pshader;
D3DFOGMODE vfog;
D3DFOGMODE tfog;
unsigned int color[11];
} test_data[] = {
}
test_data[] =
{
/* only pixel shader: */
{0, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
@ -2010,10 +2017,43 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
/* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
start.f=0.1f;
end.f=0.9f;
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No shader model 2 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
/* NOTE: Changing these values will not affect the tests with foggy vertex
* shader, as the values are hardcoded in the shader. */
start.f = 0.1f;
end.f = 0.9f;
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
@ -2068,7 +2108,7 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
quad[2].z = 0.001f + (float)j / 10.02f;
quad[3].z = 0.001f + (float)j / 10.02f;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
@ -2090,22 +2130,17 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
}
}
/* reset states */
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
IDirect3DVertexShader9_Release(vertex_shader[1]);
IDirect3DVertexShader9_Release(vertex_shader[2]);
IDirect3DVertexShader9_Release(vertex_shader[3]);
IDirect3DPixelShader9_Release(pixel_shader[1]);
IDirect3DPixelShader9_Release(pixel_shader[2]);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
@ -16078,15 +16113,10 @@ START_TEST(visual)
}
else skip("No vs_2_0 support\n");
if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
{
fog_with_shader_test(device_ptr);
}
else skip("No vs_2_0 and ps_2_0 support\n");
cleanup_device(device_ptr);
device_ptr = NULL;
fog_with_shader_test();
texbem_test();
texdepth_test();
texkill_test();