d3d8/tests: Port test_shademode() to d3d8.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2015-11-12 23:06:45 +01:00 committed by Alexandre Julliard
parent 59d405b473
commit 3bd99687a3
1 changed files with 226 additions and 0 deletions

View File

@ -8278,6 +8278,231 @@ static void test_uninitialized_varyings(void)
DestroyWindow(window);
}
static void test_shademode(void)
{
IDirect3DVertexBuffer8 *vb_strip;
IDirect3DVertexBuffer8 *vb_list;
IDirect3DDevice8 *device;
DWORD color0, color1;
BYTE *data = NULL;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
DWORD vs, ps;
HWND window;
HRESULT hr;
UINT i;
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_END()
};
static const DWORD vs1_code[] =
{
0xfffe0101, /* vs_1_1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40005, /* mov oD0, v5 */
0x0000ffff
};
static const DWORD ps1_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad_strip[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
{{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
},
quad_list[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
};
static const struct test_shader
{
DWORD version;
const DWORD *code;
}
novs = {0, NULL},
vs_1 = {D3DVS_VERSION(1, 1), vs1_code},
nops = {0, NULL},
ps_1 = {D3DPS_VERSION(1, 1), ps1_code};
static const struct
{
const struct test_shader *vs, *ps;
DWORD primtype;
DWORD shademode;
DWORD color0, color1;
}
tests[] =
{
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
{&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff},
{&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
{&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
{&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
{&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff},
{&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
{&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
{&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip);
ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0);
ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(data, quad_strip, sizeof(quad_strip));
hr = IDirect3DVertexBuffer8_Unlock(vb_strip);
ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list);
ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(vb_list, 0, sizeof(quad_list), &data, 0);
ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(data, quad_list, sizeof(quad_list));
hr = IDirect3DVertexBuffer8_Unlock(vb_list);
ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
* the color fixups we have to do for FLAT shading will be dependent on that. */
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
if (tests[i].vs->version)
{
if (caps.VertexShaderVersion >= tests[i].vs->version)
{
hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs->code, &vs, 0);
ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, vs);
ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr);
}
else
{
skip("Shader version unsupported, skipping some tests.\n");
continue;
}
}
else
{
vs = 0;
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr);
}
if (tests[i].ps->version)
{
if (caps.PixelShaderVersion >= tests[i].ps->version)
{
hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps->code, &ps);
ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr);
}
else
{
skip("Shader version unsupported, skipping some tests.\n");
if (vs)
{
IDirect3DDevice8_SetVertexShader(device, 0);
IDirect3DDevice8_DeleteVertexShader(device, vs);
}
continue;
}
}
else
{
ps = 0;
}
hr = IDirect3DDevice8_SetStreamSource(device, 0,
tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, sizeof(quad_strip[0]));
ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode);
ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, tests[i].primtype, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
/* For D3DSHADE_FLAT it should take the color of the first vertex of
* each triangle. This requires EXT_provoking_vertex or similar
* functionality being available. */
/* PHONG should be the same as GOURAUD, since no hardware implements
* this. */
ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
i, color0, tests[i].color0);
ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
i, color1, tests[i].color1);
IDirect3DDevice8_SetVertexShader(device, 0);
IDirect3DDevice8_SetPixelShader(device, 0);
if (ps)
IDirect3DDevice8_DeletePixelShader(device, ps);
if (vs)
IDirect3DDevice8_DeleteVertexShader(device, vs);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr);
IDirect3DVertexBuffer8_Release(vb_strip);
IDirect3DVertexBuffer8_Release(vb_list);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@ -8341,4 +8566,5 @@ START_TEST(visual)
test_fixed_function_fvf();
test_flip();
test_uninitialized_varyings();
test_shademode();
}