d3d9/tests: Use an easier to debug texture in generate_bumpmap_textures().
This makes it much easier to determine what went wrong if an implementation samples from the wrong location.
This commit is contained in:
parent
7f9c0d45e7
commit
7641980a9e
|
@ -2165,10 +2165,7 @@ static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
|
|||
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
|
||||
for (x = 0; x < 128; ++x)
|
||||
{
|
||||
if(y>62 && y<66 && x>62 && x<66)
|
||||
*ptr++ = 0xffffffff;
|
||||
else
|
||||
*ptr++ = 0xff000000;
|
||||
*ptr++ = D3DCOLOR_ARGB(0xff, x * 2, y * 2, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2254,17 +2251,17 @@ static void texbem_test(void)
|
|||
};
|
||||
static const float quad[][7] =
|
||||
{
|
||||
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
|
||||
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
|
||||
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
|
||||
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
|
||||
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
|
||||
{-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
|
||||
{ 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
|
||||
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
|
||||
};
|
||||
static const float quad_proj[][9] =
|
||||
{
|
||||
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
|
||||
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
|
||||
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
|
||||
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
|
||||
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
|
||||
{-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
|
||||
{ 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
|
||||
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
|
||||
};
|
||||
static const float double_quad[] =
|
||||
{
|
||||
|
@ -2319,11 +2316,11 @@ static void texbem_test(void)
|
|||
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
|
||||
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
|
||||
|
||||
for(i=0; i<2; i++)
|
||||
{
|
||||
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
|
||||
|
||||
if(i)
|
||||
{
|
||||
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
|
||||
|
@ -2352,14 +2349,20 @@ static void texbem_test(void)
|
|||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
|
||||
|
||||
color = getPixelColor(device, 320-32, 240);
|
||||
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
color = getPixelColor(device, 320+32, 240);
|
||||
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
color = getPixelColor(device, 320, 240-32);
|
||||
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
color = getPixelColor(device, 320, 240+32);
|
||||
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
/* The Window 8 testbot (WARP) seems to use the transposed
|
||||
* D3DTSS_BUMPENVMAT matrix. */
|
||||
color = getPixelColor(device, 160, 240);
|
||||
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00007e00, 4)),
|
||||
"Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 480, 240);
|
||||
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00fe7e00, 4)),
|
||||
"Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 320, 120);
|
||||
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x0080fe00, 4)),
|
||||
"Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 320, 360);
|
||||
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00800000, 4)),
|
||||
"Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
|
||||
|
@ -2501,8 +2504,11 @@ static void texbem_test(void)
|
|||
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
|
||||
/* The Window 8 testbot (WARP) seems to use the transposed
|
||||
* D3DTSS_BUMPENVMAT matrix. */
|
||||
color = getPixelColor(device, 320, 240);
|
||||
ok(color == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
|
||||
ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x0000ffff, 1)),
|
||||
"Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
|
||||
|
@ -8783,11 +8789,12 @@ static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
|
|||
IDirect3DTexture9 *tex1, *tex2;
|
||||
D3DLOCKED_RECT locked_rect;
|
||||
|
||||
static const float quad[][7] = {
|
||||
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
|
||||
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
|
||||
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
|
||||
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
|
||||
static const float quad[][7] =
|
||||
{
|
||||
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
|
||||
{-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
|
||||
{ 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
|
||||
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
|
||||
};
|
||||
|
||||
static const D3DVERTEXELEMENT9 decl_elements[] = {
|
||||
|
@ -8880,28 +8887,22 @@ static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
|
|||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
|
||||
|
||||
/* on MacOS(10.5.4, radeon X1600), the white dots are have color 0x00fbfbfb rather than 0x00ffffff. This is
|
||||
* kinda strange since no calculations are done on the sampled colors, only on the texture coordinates.
|
||||
* But since testing the color match is not the purpose of the test don't be too picky
|
||||
*/
|
||||
color = getPixelColor(device, 320-32, 240);
|
||||
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
color = getPixelColor(device, 320+32, 240);
|
||||
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
color = getPixelColor(device, 320, 240-32);
|
||||
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
color = getPixelColor(device, 320, 240+32);
|
||||
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
||||
color = getPixelColor(device, 320, 240);
|
||||
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
|
||||
color = getPixelColor(device, 320+32, 240+32);
|
||||
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
|
||||
color = getPixelColor(device, 320-32, 240+32);
|
||||
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
|
||||
color = getPixelColor(device, 320+32, 240-32);
|
||||
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
|
||||
color = getPixelColor(device, 320-32, 240-32);
|
||||
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
|
||||
color = getPixelColor(device, 240, 60);
|
||||
ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 400, 60);
|
||||
ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 80, 180);
|
||||
ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 560, 180);
|
||||
ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 80, 300);
|
||||
ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 560, 300);
|
||||
ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 240, 420);
|
||||
ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
color = getPixelColor(device, 400, 420);
|
||||
ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
|
||||
|
||||
|
|
Loading…
Reference in New Issue