diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 0673e9931fd..6362b5c68d4 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -323,13 +323,13 @@ typedef struct { } test_data_t; /* - * c7 rounded ARGB - * -2.4 -2 0x00ffff00 - * -1.6 -2 0x00ffff00 - * -0.4 0 0x0000ffff - * 0.4 0 0x0000ffff - * 1.6 2 0x00ff00ff - * 2.4 2 0x00ff00ff + * c7 mova ARGB mov ARGB + * -2.4 -2 0x00ffff00 -3 0x00ff0000 + * -1.6 -2 0x00ffff00 -2 0x00ffff00 + * -0.4 0 0x0000ffff -1 0x0000ff00 + * 0.4 0 0x0000ffff 0 0x0000ffff + * 1.6 2 0x00ff00ff 1 0x000000ff + * 2.4 2 0x00ff00ff 2 0x00ff00ff */ static void test_mova(IDirect3DDevice9 *device) { @@ -348,14 +348,39 @@ static void test_mova(IDirect3DDevice9 *device) 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* END */ }; + static const DWORD mov_test[] = { + 0xfffe0101, /* vs_1_1 */ + 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ + 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ + 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ + 0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ + 0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ + 0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ + 0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ + 0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ + 0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */ + 0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x0000ffff /* END */ + }; - static const test_data_t test_data[] = { - {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, - {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, - {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, - {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, - {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}, - {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} + static const test_data_t test_data[2][6] = { + { + {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000}, + {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, + {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00}, + {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, + {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff}, + {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} + }, + { + {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, + {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, + {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, + {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, + {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}, + {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} + } }; static const float quad[][3] = { @@ -372,43 +397,51 @@ static void test_mova(IDirect3DDevice9 *device) IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DVertexShader9 *mova_shader = NULL; + IDirect3DVertexShader9 *mov_shader = NULL; HRESULT hr; - int i; + int i, j; hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); - hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); - ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); - + hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader); + ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); - for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i) + hr = IDirect3DDevice9_SetVertexShader(device, mov_shader); + ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); + for(j = 0; j < 2; ++j) { - DWORD color; + for (i = 0; i < (sizeof(test_data[0]) / sizeof(test_data_t)); ++i) + { + DWORD color; - hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1); - ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); + hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1); + ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); - hr = IDirect3DDevice9_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr); - hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); - hr = IDirect3DDevice9_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); - hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); - color = getPixelColor(device, 320, 240); - ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]); + color = getPixelColor(device, 320, 240); + ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n", + test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova"); - hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); + } + hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); + ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); } hr = IDirect3DDevice9_SetVertexShader(device, NULL); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index c2da0592f1e..9567a472592 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1299,8 +1299,18 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { * shader versions WINED3DSIO_MOVA is used for this. */ if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 && !shader_is_pshader_version(shader->baseShader.hex_version) && - shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) || - arg->opcode->opcode == WINED3DSIO_MOVA) { + shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) { + /* This is a simple floor(). Msdn claims it is a round to nearest, but our test shows + * that it is just a floor(). ATI docs confirm that, and the test succeeds on the + * reference rasterizer too + */ + size_t mask_size = shader_glsl_get_write_mask_size(write_mask); + if (mask_size > 1) { + shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str); + } else { + shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str); + } + } else if(arg->opcode->opcode == WINED3DSIO_MOVA) { /* We need to *round* to the nearest int here. */ size_t mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) {