wined3d: D3DTADDRESS_WRAP on conditional NP2 textures clamps to edge.
Conditional NP2 textures in Direct3D do not support D3DTADDRESS_WRAP texture addressing. Similarly, GL_ARB_texture_rectangle textures do not support GL_REPEAT. This patch adds a test which shows that _WRAP clamps to the texture edge and implements that.
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@ -6057,6 +6057,124 @@ static void test_vshader_float16(IDirect3DDevice9 *device)
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IDirect3DVertexBuffer9_Release(buffer);
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}
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static void conditional_np2_repeat_test(IDirect3DDevice9 *device)
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{
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D3DCAPS9 caps;
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IDirect3DTexture9 *texture;
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HRESULT hr;
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D3DLOCKED_RECT rect;
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unsigned int x, y;
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DWORD *dst, color;
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const float quad[] = {
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-1.0, -1.0, 0.1, -0.2, -0.2,
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1.0, -1.0, 0.1, 1.2, -0.2,
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-1.0, 1.0, 0.1, -0.2, 1.2,
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1.0, 1.0, 0.1, 1.2, 1.2
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};
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memset(&caps, 0, sizeof(caps));
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%s\n", DXGetErrorString9(hr));
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if(!(caps.TextureCaps & D3DPTEXTURECAPS_POW2)) {
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/* NP2 conditional requires the POW2 flag. Check that while we're at it */
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ok((caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) == 0,
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"Card has conditional NP2 support without power of two restriction set\n");
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skip("Card has unconditional pow2 support, skipping conditional NP2 tests\n");
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return;
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} else if(!(caps.TextureCaps & D3DPTEXTURECAPS_POW2)) {
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skip("No conditional NP2 support, skipping conditional NP2 tests\n");
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return;
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}
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%s\n", DXGetErrorString9(hr));
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memset(&rect, 0, sizeof(rect));
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hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0);
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ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%s\n", DXGetErrorString9(hr));
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for(y = 0; y < 10; y++) {
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for(x = 0; x < 10; x++) {
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dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD));
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if(x == 0 || x == 9 || y == 0 || y == 9) {
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*dst = 0x00ff0000;
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} else {
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*dst = 0x000000ff;
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}
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}
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}
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hr = IDirect3DTexture9_UnlockRect(texture, 0);
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ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%s\n", DXGetErrorString9(hr));
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if(SUCCEEDED(hr)) {
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
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ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%s\n", DXGetErrorString9(hr));
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}
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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color = getPixelColor(device, 1, 1);
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ok(color == 0x00ff0000, "NP2: Pixel 1, 1 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 639, 479);
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ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 135, 101);
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ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 140, 101);
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ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 135, 105);
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ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 140, 105);
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ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color);
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color = getPixelColor(device, 135, 376);
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ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 140, 376);
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ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color);
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color = getPixelColor(device, 135, 379);
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ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 140, 379);
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ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 500, 101);
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ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 504, 101);
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ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 500, 105);
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ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color);
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color = getPixelColor(device, 504, 105);
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ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 500, 376);
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ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color);
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color = getPixelColor(device, 504, 376);
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ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 500, 380);
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ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 504, 380);
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ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%s\n", DXGetErrorString9(hr));
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IDirect3DTexture9_Release(texture);
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}
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START_TEST(visual)
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{
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IDirect3DDevice9 *device_ptr;
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@ -6138,6 +6256,7 @@ START_TEST(visual)
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texture_transform_flags_test(device_ptr);
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autogen_mipmap_test(device_ptr);
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fixed_function_decl_test(device_ptr);
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conditional_np2_repeat_test(device_ptr);
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if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
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{
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@ -374,6 +374,12 @@ static inline void apply_wrap(const GLint textureDimensions, const DWORD state,
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if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
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/* Cubemaps are always set to clamp, regardless of the sampler state. */
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wrapParm = GL_CLAMP_TO_EDGE;
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} else if(textureDimensions==GL_TEXTURE_RECTANGLE_ARB) {
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if(state == WINED3DTADDRESS_WRAP) {
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wrapParm = GL_CLAMP_TO_EDGE;
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} else {
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wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
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}
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} else {
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wrapParm = stateLookup[WINELOOKUP_WARPPARAM][state - minLookup[WINELOOKUP_WARPPARAM]];
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}
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