d3d9/tests: Use a separate device for fog_with_shader_test().
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@ -1746,17 +1746,25 @@ out:
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* linear table fog with non foggy vertex shader
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* vertex fog with foggy vertex shader, non-linear
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* fog with shader, non-linear fog with foggy shader,
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* linear table fog with foggy shader
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*/
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static void fog_with_shader_test(IDirect3DDevice9 *device)
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* linear table fog with foggy shader */
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static void fog_with_shader_test(void)
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{
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HRESULT hr;
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IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
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IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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IDirect3DDevice9 *device;
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unsigned int i, j;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD color;
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union {
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HWND window;
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HRESULT hr;
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union
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{
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float f;
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DWORD i;
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} start, end;
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unsigned int i, j;
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/* basic vertex shader without fog computation ("non foggy") */
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static const DWORD vertex_shader_code1[] =
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@ -1808,32 +1816,31 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
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0x0000ffff
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};
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static struct vertex quad[] = {
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static struct vertex quad[] =
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{
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{-1.0f, -1.0f, 0.0f, 0xffff0000 },
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{-1.0f, 1.0f, 0.0f, 0xffff0000 },
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{ 1.0f, -1.0f, 0.0f, 0xffff0000 },
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{ 1.0f, 1.0f, 0.0f, 0xffff0000 },
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};
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static const D3DVERTEXELEMENT9 decl_elements[] = {
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static const D3DVERTEXELEMENT9 decl_elements[] =
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{
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
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D3DDECL_END()
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};
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
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IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
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/* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
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static const struct test_data_t {
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/* This reference data was collected on a nVidia GeForce 7600GS driver
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* version 84.19 DirectX version 9.0c on Windows XP. */
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static const struct test_data_t
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{
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int vshader;
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int pshader;
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D3DFOGMODE vfog;
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D3DFOGMODE tfog;
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unsigned int color[11];
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} test_data[] = {
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}
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test_data[] =
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{
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/* only pixel shader: */
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{0, 1, D3DFOG_NONE, D3DFOG_LINEAR,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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@ -2010,11 +2017,44 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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};
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static const D3DMATRIX identity =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}}};
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/* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
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{
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skip("No shader model 2 support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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/* NOTE: Changing these values will not affect the tests with foggy vertex
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* shader, as the values are hardcoded in the shader. */
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start.f = 0.1f;
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end.f = 0.9f;
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/* Some of the tests seem to depend on the projection matrix explicitly
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* being set to an identity matrix, even though that's the default.
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* (AMD Radeon HD 6310, Windows 7) */
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
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ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
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@ -2068,7 +2108,7 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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quad[2].z = 0.001f + (float)j / 10.02f;
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quad[3].z = 0.001f + (float)j / 10.02f;
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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@ -2090,22 +2130,17 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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}
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}
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/* reset states */
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
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ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
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IDirect3DVertexShader9_Release(vertex_shader[1]);
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IDirect3DVertexShader9_Release(vertex_shader[2]);
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IDirect3DVertexShader9_Release(vertex_shader[3]);
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IDirect3DPixelShader9_Release(pixel_shader[1]);
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IDirect3DPixelShader9_Release(pixel_shader[2]);
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IDirect3DVertexDeclaration9_Release(vertex_declaration);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
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@ -16078,15 +16113,10 @@ START_TEST(visual)
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}
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else skip("No vs_2_0 support\n");
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if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
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{
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fog_with_shader_test(device_ptr);
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}
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else skip("No vs_2_0 and ps_2_0 support\n");
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cleanup_device(device_ptr);
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device_ptr = NULL;
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fog_with_shader_test();
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texbem_test();
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texdepth_test();
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texkill_test();
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