d3d9/tests: Add more INTZ tests.
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53849b7d5e
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@ -11537,6 +11537,20 @@ static void intz_test(IDirect3DDevice9 *device)
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
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{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
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},
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half_quad_1[] =
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{
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{ -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
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{ 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
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{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
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},
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half_quad_2[] =
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{
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{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
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{ -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
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{ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
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};
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struct
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{
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@ -11571,6 +11585,11 @@ static void intz_test(IDirect3DDevice9 *device)
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skip("No pixel shader 2.0 support, skipping INTZ test.\n");
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return;
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}
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if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
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{
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skip("No unconditional NP2 texture support, skipping INTZ test.\n");
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return;
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}
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hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
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ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
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@ -11590,10 +11609,10 @@ static void intz_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
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ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
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hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
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D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
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ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
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hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
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ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
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@ -11621,6 +11640,7 @@ static void intz_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
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/* Render offscreen, using the INTZ texture as depth buffer */
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
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@ -11670,6 +11690,123 @@ static void intz_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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IDirect3DTexture9_Release(texture);
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/* Render onscreen while using the INTZ texture as depth buffer */
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hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
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D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Setup the depth/stencil surface. */
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds);
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Read the depth values back. */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
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{
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D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
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ok(color_match(color, expected_colors[i].color, 1),
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"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
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expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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IDirect3DTexture9_Release(texture);
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/* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */
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hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
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D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Setup the depth/stencil surface. */
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds);
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Read the depth values back. */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
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{
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D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
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ok(color_match(color, expected_colors[i].color, 1),
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"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
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expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(original_ds);
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