d3d9: Add a SGN test.

This commit is contained in:
Stefan Dösinger 2009-06-17 19:20:02 +02:00 committed by Alexandre Julliard
parent b93136e0c3
commit 2364ce08e5
2 changed files with 70 additions and 4 deletions

View File

@ -10278,6 +10278,57 @@ static void loop_index_test(IDirect3DDevice9 *device) {
IDirect3DVertexShader9_Release(shader);
}
static void sgn_test(IDirect3DDevice9 *device) {
const DWORD shader_code[] = {
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position o0 */
0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */
0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000022, 0x800f0000, 0xa0e40000, /* sgn r0, c0 */
0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001, /* add oD0, r0, c1 */
0x0000ffff /* end */
};
IDirect3DVertexShader9 *shader;
HRESULT hr;
DWORD color;
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1
};
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x008000ff, 1),
"sgn test returned color 0x%08x, expected 0x008000ff\n", color);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
IDirect3DVertexShader9_Release(shader);
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
@ -10389,6 +10440,7 @@ START_TEST(visual)
test_mova(device_ptr);
loop_index_test(device_ptr);
sincos_test(device_ptr);
sgn_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
test_vshader_input(device_ptr);
test_vshader_float16(device_ptr);

View File

@ -2319,16 +2319,30 @@ static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
FIXME("Emulated SGN untested\n");
/* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
* if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
*/
if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
} else {
shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
/* src contains TA? Write to the dest first. This won't overwrite our destination.
* Then use TA, and calculate the final result
*
* Not reading from TA? Store the first result in TA to avoid overwriting the
* destination if src reg = dst reg
*/
if(strstr(src_name, "TA"))
{
shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
}
else
{
shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
}
}
}