d3d9/tests: Introduce a vertex shader to the MRT test.
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@ -9021,20 +9021,31 @@ static void pointsize_test(IDirect3DDevice9 *device)
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static void multiple_rendertargets_test(IDirect3DDevice9 *device)
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{
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static const DWORD vshader_code[] =
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{
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0xfffe0300, /* vs_3_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
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0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
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0x0000ffff /* end */
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};
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static const DWORD pshader_code[] =
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{
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0xffff0300, /* ps_3_0 */
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0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
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0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0.0, 0.0, 1.0, 0.0 */
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0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */
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0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */
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0x0000ffff /* end */
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};
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HRESULT hr;
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IDirect3DVertexShader9 *vs;
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IDirect3DPixelShader9 *ps;
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IDirect3DTexture9 *tex1, *tex2;
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IDirect3DSurface9 *surf1, *surf2, *backbuf;
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D3DCAPS9 caps;
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DWORD color;
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DWORD shader_code[] = {
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0xffff0300, /* ps_3_0 */
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0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0, 1, 0, 0 */
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0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0, 0, 1, 0 */
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0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */
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0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */
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0x0000ffff /* END */
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};
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float quad[] = {
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-1.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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@ -9068,7 +9079,9 @@ static void multiple_rendertargets_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps);
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hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vs);
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ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code, &ps);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf);
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@ -9078,6 +9091,8 @@ static void multiple_rendertargets_test(IDirect3DDevice9 *device)
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hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2);
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ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, vs);
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ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1);
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@ -9093,6 +9108,8 @@ static void multiple_rendertargets_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
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ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf);
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@ -9126,6 +9143,7 @@ static void multiple_rendertargets_test(IDirect3DDevice9 *device)
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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IDirect3DPixelShader9_Release(ps);
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IDirect3DVertexShader9_Release(vs);
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IDirect3DTexture9_Release(tex1);
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IDirect3DTexture9_Release(tex2);
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IDirect3DSurface9_Release(surf1);
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