d3d9: Remove the fog vs sRGB test.
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@ -7032,114 +7032,6 @@ bail:
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IDirect3DVertexBuffer9_Release(vb_list);
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}
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static void fog_srgbwrite_test(IDirect3DDevice9 *device)
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{
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/* Draw a black quad, half fogged with white fog -> grey color. Enable sRGB writing.
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* if sRGB writing is applied before fogging, the 0.0 will be multiplied with ~ 12.92, so still
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* stay 0.0. After that the fog gives 0.5. If sRGB writing is applied after fogging, the
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* 0.5 will run through the alternative path(0^5 ^ 0.41666 * 1.055 - 0.055), resulting in approx.
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* 0.73
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*
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* At the time of this writing, wined3d could not apply sRGB correction to fixed function rendering,
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* so use shaders for this task
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*/
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IDirect3DPixelShader9 *pshader;
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IDirect3DVertexShader9 *vshader;
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IDirect3D9 *d3d;
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DWORD vshader_code[] = {
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0xfffe0101, /* vs_1_1 */
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0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x00000051, 0xa00f0000, 0x3f000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.5, 0.0, 0.0, 0.0 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000001, 0xc00f0001, 0xa0000000, /* mov oFog, c0.x */
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0x0000ffff /* end */
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};
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DWORD pshader_code[] = {
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */
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0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
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0x0000ffff /* end */
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};
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const float quad[] = {
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-1.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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-1.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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};
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HRESULT hr;
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D3DCOLOR color;
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IDirect3DDevice9_GetDirect3D(device, &d3d);
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/* Ask for srgb writing on D3DRTYPE_TEXTURE. Some Windows drivers do not report it on surfaces.
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* For some not entirely understood reasons D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE
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* passes on surfaces, while asking for SRGBWRITE alone fails. Textures advertize srgb writing
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* alone as well, so use that since it is not the point of this test to show how CheckDeviceFormat
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* works
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*/
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if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE,
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D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) {
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skip("No SRGBWRITEENABLE support on D3DFMT_X8R8G8B8\n");
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IDirect3D9_Release(d3d);
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return;
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}
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IDirect3D9_Release(d3d);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffffffff);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code, &pshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, vshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, pshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
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if(SUCCEEDED(hr)) {
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 3);
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
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}
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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IDirect3DPixelShader9_Release(pshader);
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IDirect3DVertexShader9_Release(vshader);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, 0x00808080, 1),
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"Fog with D3DRS_SRGBWRITEENABLE returned color 0x%08x, expected 0x00808080\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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}
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static void alpha_test(IDirect3DDevice9 *device)
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{
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HRESULT hr;
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@ -11408,7 +11300,6 @@ START_TEST(visual)
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if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
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{
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fog_with_shader_test(device_ptr);
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fog_srgbwrite_test(device_ptr);
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}
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else skip("No vs_1_1 and ps_1_1 support\n");
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