d3d9/tests: Fix test_cube_wrap() for different texture filtering schemes.
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@ -1143,7 +1143,14 @@ static void fog_test(IDirect3DDevice9 *device)
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/* This test verifies the behaviour of cube maps wrt. texture wrapping.
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* D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
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* regardless of the actual addressing mode set. */
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* regardless of the actual addressing mode set. The way this test works is
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* that we sample in one of the corners of the cubemap with filtering enabled,
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* and check the interpolated color. There are essentially two reasonable
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* things an implementation can do: Either pick one of the faces and
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* interpolate the edge texel with itself (i.e., clamp within the face), or
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* interpolate between the edge texels of the three involved faces. It should
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* never involve the border color or the other side (texcoord wrapping) of a
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* face in the interpolation. */
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static void test_cube_wrap(IDirect3DDevice9 *device)
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{
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static const float quad[][6] = {
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@ -1173,6 +1180,7 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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IDirect3DCubeTexture9 *texture = NULL;
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IDirect3DSurface9 *surface = NULL;
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IDirect3DSurface9 *face_surface;
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D3DLOCKED_RECT locked_rect;
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HRESULT hr;
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UINT x;
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@ -1187,6 +1195,37 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
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D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
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ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, &texture, NULL);
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ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
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hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
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ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
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for (y = 0; y < 128; ++y)
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{
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DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
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for (x = 0; x < 64; ++x)
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{
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*ptr++ = 0xff0000dd;
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}
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for (x = 64; x < 128; ++x)
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{
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*ptr++ = 0xffff0000;
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}
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}
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hr = IDirect3DSurface9_UnlockRect(surface);
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ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
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hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, 0, 0, &face_surface);
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ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
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ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
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IDirect3DSurface9_Release(face_surface);
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hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
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ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
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@ -1206,15 +1245,9 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
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hr = IDirect3DSurface9_UnlockRect(surface);
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ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, &texture, NULL);
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ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
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/* Create cube faces */
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for (face = 0; face < 6; ++face)
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for (face = 1; face < 6; ++face)
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{
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IDirect3DSurface9 *face_surface = NULL;
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hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
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ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
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@ -1255,14 +1288,9 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
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/* Due to the nature of this test, we sample essentially at the edge
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* between two faces. Because of this it's undefined from which face
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* the driver will sample. Fortunately that's not important for this
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* test, since all we care about is that it doesn't sample from the
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* other side of the surface or from the border. */
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color = getPixelColor(device, 320, 240);
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ok(color == 0x00ff0000 || color == 0x000000ff,
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"Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 11),
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"Got color 0x%08x for addressing mode %s, expected 0x000000ff.\n",
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color, address_modes[x].name);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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