From 13ae8c91d1fc1b35d0bf2e88108922188653c1b9 Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Fri, 7 Oct 2016 00:57:53 +0200 Subject: [PATCH] d3d9/tests: Add a test for the dsy SM3 instruction. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d9/tests/visual.c | 128 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 128 insertions(+) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 162620f921b..20e3eb941aa 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -21804,6 +21804,133 @@ static void test_line_antialiasing_blending(void) DestroyWindow(window); } +static void test_dsy(void) +{ + static const DWORD vs_code[] = + { + 0xfffe0300, /* vs_3_0 */ + 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ + 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ + 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ + 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */ + 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ + 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ + 0x0000ffff + }; + static const DWORD ps_code[] = + { + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ + 0x05000051, 0xa00f0000, 0x43700000, 0x3f000000, 0x00000000, 0x00000000, /* def c0, 240.0, 0.5, 0.0, 0.0 */ + 0x0200005c, 0x800f0000, 0x90e40000, /* dsy r0, v0 */ + 0x03000005, 0x800f0000, 0x80e40000, 0xa0000000, /* mul r0, r0, c0.x */ + 0x03000002, 0x800f0800, 0x80e40000, 0xa0550000, /* add oC0, r0, c0.y */ + 0x0000ffff + }; + static const struct + { + struct vec3 pos; + D3DCOLOR color; + } + quad[] = + { + {{-1.0f, -1.0f, 0.1f}, 0x00ff0000}, + {{-1.0f, 1.0f, 0.1f}, 0x0000ff00}, + {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000}, + {{ 1.0f, 1.0f, 0.1f}, 0x0000ff00}, + }; + IDirect3DSurface9 *backbuffer, *rt; + IDirect3DVertexShader9 *vs; + IDirect3DPixelShader9 *ps; + IDirect3DDevice9 *device; + IDirect3D9 *d3d; + ULONG refcount; + D3DCAPS9 caps; + DWORD color; + HWND window; + HRESULT hr; + + window = create_window(); + 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.PixelShaderVersion < D3DPS_VERSION(3, 0)) + { + skip("No ps_3_0 support, skipping dsy tests.\n"); + IDirect3DDevice9_Release(device); + goto done; + } + + hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); + ok(SUCCEEDED(hr), "Failed to create offscreen render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetVertexShader(device, vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 360, 240); + ok(color_match(color, 0x00ff007f, 1), "Got unexpected color 0x%08x.\n", color); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); + ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 360, 240); + ok(color_match(color, 0x00ff007f, 1), "Got unexpected color 0x%08x.\n", color); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr); + + IDirect3DSurface9_Release(rt); + IDirect3DSurface9_Release(backbuffer); + IDirect3DVertexShader9_Release(vs); + IDirect3DPixelShader9_Release(ps); + + refcount = IDirect3DDevice9_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D9_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER9 identifier; @@ -21928,4 +22055,5 @@ START_TEST(visual) test_texture_blending(); test_color_clamping(); test_line_antialiasing_blending(); + test_dsy(); }