d3d9: Add a mova rounding test.
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@ -1,5 +1,5 @@
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/*
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* Copyright (C) 2005 Henri Verbeet
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* Copyright 2005, 2007 Henri Verbeet
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* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
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*
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* This library is free software; you can redistribute it and/or
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@ -314,9 +314,108 @@ static void clear_test(IDirect3DDevice9 *device)
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ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
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}
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typedef struct {
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float in[4];
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DWORD out;
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} test_data_t;
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/*
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* c7 rounded ARGB
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* -2.4 -2 0x00ffff00
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* -1.6 -2 0x00ffff00
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* -0.4 0 0x0000ffff
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* 0.4 0 0x0000ffff
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* 1.6 2 0x00ff00ff
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* 2.4 2 0x00ff00ff
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*/
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static void test_mova(IDirect3DDevice9 *device)
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{
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static const DWORD mova_test[] = {
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0xfffe0200, /* vs_2_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
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0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
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0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
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0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
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0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
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0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
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0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
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0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */
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0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */
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0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x0000ffff /* END */
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};
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static const test_data_t test_data[] = {
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{{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
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{{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
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{{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
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{{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
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{{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
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{{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
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};
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static const float quad[][3] = {
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{-1.0f, -1.0f, 0.0f},
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{-1.0f, 1.0f, 0.0f},
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{ 1.0f, -1.0f, 0.0f},
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{ 1.0f, 1.0f, 0.0f},
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};
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static const D3DVERTEXELEMENT9 decl_elements[] = {
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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D3DDECL_END()
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};
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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IDirect3DVertexShader9 *mova_shader = NULL;
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HRESULT hr;
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int i;
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hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
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ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
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ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
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ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
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ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
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for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
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{
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DWORD color;
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
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ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
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}
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IDirect3DVertexDeclaration9_Release(vertex_declaration);
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IDirect3DVertexShader9_Release(mova_shader);
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}
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START_TEST(visual)
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{
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IDirect3DDevice9 *device_ptr;
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D3DCAPS9 caps;
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HRESULT hr;
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DWORD color;
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@ -330,6 +429,8 @@ START_TEST(visual)
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device_ptr = init_d3d9();
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if (!device_ptr) return;
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IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
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/* Check for the reliability of the returned data */
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hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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if(FAILED(hr))
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@ -365,6 +466,12 @@ START_TEST(visual)
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lighting_test(device_ptr);
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clear_test(device_ptr);
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if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
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{
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test_mova(device_ptr);
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}
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else skip("No vs_2_0 support\n");
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cleanup:
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if(device_ptr) IDirect3DDevice9_Release(device_ptr);
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}
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