From 57e7ccaa6afe8095a3cf7ebf1d1e8f8d51855cd9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Mon, 10 Jan 2022 11:00:48 +0300 Subject: [PATCH] d3d9/tests: Use a HW generation dependent offset for the filling convetion test. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Stefan Dösinger Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d9/tests/visual.c | 45 +++++++++++++++++++++++++++++++++++++--- 1 file changed, 42 insertions(+), 3 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index eb31f877acd..f4aa45f91fa 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -117,6 +117,19 @@ static BOOL adapter_is_amd(const D3DADAPTER_IDENTIFIER9 *identifier) return adapter_is_vendor(identifier, 0x1002); } +static BOOL device_is_d3d10(IDirect3DDevice9 *device) +{ + IDirect3D9 *d3d; + HRESULT hr; + + IDirect3DDevice9_GetDirect3D(device, &d3d); + hr = IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, + D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F); + IDirect3D9_Release(d3d); + + return SUCCEEDED(hr); +} + /* Locks a given surface and returns the color at (x,y). It's the caller's * responsibility to only pass in lockable surfaces and valid x,y coordinates */ static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y) @@ -27052,9 +27065,22 @@ static void test_filling_convention(void) }; /* This test data follows the examples in MSDN's - * "Rasterization Rules (Direct3D 9)" article. */ - static const float eps = 1.0f / 512.0f; - const struct + * "Rasterization Rules (Direct3D 9)" article. + * + * The eps offset is filled in later depending on the GPU generation. The -eps/+eps below + * is kept for keeping the code similar to the same test in the other d3d versions. + * + * For d3d10+ GPUs even an offset of 1/(1024^2) is enough to make a difference. dx9 GPUs + * (or at least r500, on which this was tested) need an offset of 1/128. dx7 (or rather, + * a Geforce 4 GO, AKA a rebranded geforce 2) need 1/64. + * + * GameFace is the only software we found that we know is picky regarding small geometry + * offsets. It needs d3d10 and newer. A number of games have been written for d3d9 that + * actually need d3d10 hardware (e.g. ARGB32F with filtering, some fourcc hacks). There + * might be something that needs the d3d10+ precision in the d3d9 API. So demand it if + * we find a d3d10+ GPU. */ + float eps = 0.0f; + struct { struct vec3 position; DWORD diffuse; @@ -27406,6 +27432,19 @@ static void test_filling_convention(void) hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + if (device_is_d3d10(device)) + eps = 1.0f / 512.0f; + else + eps = 1.0f / 64.0f; + + for (i = 0; i < 12; ++i) + { + nudge_right_tris[i].position.x +=eps; + nudge_left_tris[i].position.x -=eps; + nudge_top_tris[i].position.y +=eps; + nudge_bottom_tris[i].position.y -=eps; + } + for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice9_SetFVF(device, tests[i].fvf);