d3d9: Some Windows drivers do not like reversed fog.
The fog test used start = 0.9 and end = 0.1. This is perfectly ok in theory, but some Windows drivers do not like it. Since this test tests how fog is calculated with Vertex and Pixel shaders put the fog range in the normal order(start = 0.1, end = 0.9), this fixes a number of fog failures on ATI cards on Windows.
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@ -1156,51 +1156,54 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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} test_data[] = {
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/* only pixel shader: */
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{0, 1, 0, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, 1, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, 2, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, 3, 0,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, 3, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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/* vertex shader */
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{1, 0, 0, 0,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 0, 0, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 0, 1, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 0, 2, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 0, 3, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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/* vertex shader and pixel shader */
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{1, 1, 0, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 1, 1, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 1, 2, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 1, 3, 3,
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{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
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0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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#if 0 /* FIXME: these fail on GeForce 8500 */
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/* foggy vertex shader */
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@ -1235,8 +1238,8 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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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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start.f=0.9f;
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end.f=0.1f;
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start.f=0.1f;
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end.f=0.9f;
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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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