d3d9: Test post pixelshader blending.

This commit is contained in:
Roderick Colenbrander 2008-03-28 02:01:14 +01:00 committed by Alexandre Julliard
parent dacb11533d
commit 61f7dc006a
1 changed files with 177 additions and 0 deletions

View File

@ -7701,6 +7701,182 @@ static void multiple_rendertargets_test(IDirect3DDevice9 *device)
IDirect3DSurface9_Release(backbuf);
}
struct formats {
const char *fmtName;
D3DFORMAT textureFormat;
DWORD resultColorBlending;
DWORD resultColorNoBlending;
};
const struct formats test_formats[] = {
{ "D3DFMT_G16R16", D3DFMT_G16R16, 0x00181800, 0x002010ff},
{ "D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff },
{ "D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001818ff, 0x002010ff },
{ "D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00181800, 0x00201000 },
{ "D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff },
{ "D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001818ff, 0x002010ff },
{ "D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00181800, 0x00201000 },
{ NULL, 0 }
};
static void pixelshader_blending_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DTexture9 *offscreenTexture = NULL;
IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
IDirect3D9 *d3d = NULL;
DWORD color;
int fmt_index;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
/* Quad with R=0x10, G=0x20 */
static const struct vertex quad1[] = {
{-1.0f, -1.0f, 0.1f, 0x80102000},
{-1.0f, 1.0f, 0.1f, 0x80102000},
{ 1.0f, -1.0f, 0.1f, 0x80102000},
{ 1.0f, 1.0f, 0.1f, 0x80102000},
};
/* Quad with R=0x20, G=0x10 */
static const struct vertex quad2[] = {
{-1.0f, -1.0f, 0.1f, 0x80201000},
{-1.0f, 1.0f, 0.1f, 0x80201000},
{ 1.0f, -1.0f, 0.1f, 0x80201000},
{ 1.0f, 1.0f, 0.1f, 0x80201000},
};
IDirect3DDevice9_GetDirect3D(device, &d3d);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %s\n", DXGetErrorString9(hr));
if(!backbuffer) {
goto out;
}
for(fmt_index=0; test_formats[fmt_index].textureFormat != 0; fmt_index++)
{
D3DFORMAT fmt = test_formats[fmt_index].textureFormat;
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, fmt) != D3D_OK) {
skip("%s textures not supported\n", test_formats[fmt_index].fmtName);
continue;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %s\n", DXGetErrorString9(hr));
if(!offscreenTexture) {
continue;
}
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %s\n", DXGetErrorString9(hr));
if(!offscreen) {
continue;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "SetFVF failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
/* Below we will draw two quads with different colors and try to blend them together.
* The result color is compared with the expected outcome.
*/
if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
/* Draw a quad using color 0x0010200 */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
/* Draw a quad using color 0x0020100 */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
/* We don't want to blend the result on the backbuffer */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
/* Prepare rendering the 'blended' texture quad to the backbuffer */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetFVF failed, hr = %s\n", DXGetErrorString9(hr));
/* This time with the texture */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_EndScene(device);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK) {
/* Compare the color of the center quad with our expectation */
color = getPixelColor(device, 320, 240);
trace("[Blending] %s: expected=%x, result=%x\n", test_formats[fmt_index].fmtName, test_formats[fmt_index].resultColorBlending, color);
ok(color == test_formats[fmt_index].resultColorBlending, "Offscreen failed for %s: Got color %#08x, expected %#08x.\n", test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending);
} else {
/* No pixel shader blending is supported so expected garbage.The type of 'garbage' depends on the driver version and OS.
* E.g. on G16R16 ati reports (on old r9600 drivers) 0x00ffffff and on modern ones 0x002010ff which is also what Nvidia
* reports. On Vista Nvidia seems to report 0x00ffffff on Geforce7 cards. */
color = getPixelColor(device, 320, 240);
trace("[No blending] %s: expected %x or 0x00ffffff, result=%x\n", test_formats[fmt_index].fmtName, test_formats[fmt_index].resultColorNoBlending, color);
todo_wine ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected garbage but color %#08x, matches the result we would have with blending. (todo)\n", test_formats[fmt_index].fmtName, color);
}
IDirect3DDevice9_SetTexture(device, 0, NULL);
if(offscreenTexture) {
IDirect3DTexture9_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface9_Release(offscreen);
}
}
out:
/* restore things */
if(backbuffer) {
IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
IDirect3DSurface9_Release(backbuffer);
}
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
@ -7781,6 +7957,7 @@ START_TEST(visual)
release_buffer_test(device_ptr);
float_texture_test(device_ptr);
g16r16_texture_test(device_ptr);
pixelshader_blending_test(device_ptr);
texture_transform_flags_test(device_ptr);
autogen_mipmap_test(device_ptr);
fixed_function_decl_test(device_ptr);