d3d8/tests: Uninitialized varyings tests.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2015-10-15 22:01:02 +02:00 committed by Alexandre Julliard
parent 973de3f59c
commit 7837a0504c
1 changed files with 205 additions and 0 deletions

View File

@ -8065,6 +8065,210 @@ static void test_flip(void)
DestroyWindow(window);
}
static void test_uninitialized_varyings(void)
{
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.1f},
{-1.0f, 1.0f, 0.1f},
{ 1.0f, -1.0f, 0.1f},
{ 1.0f, 1.0f, 0.1f},
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(0, D3DVSDT_FLOAT3),
D3DVSD_CONST(0, 1), 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */
D3DVSD_END()
};
static const DWORD vs1_code[] =
{
0xfffe0101, /* vs_1_1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff
};
static const DWORD vs1_partial_code[] =
{
0xfffe0101, /* vs_1_1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd0010000, 0xa0e40000, /* mov oD0.x, c0 */
0x00000001, 0xd0010001, 0xa0e40000, /* mov oD1.x, c0 */
0x00000001, 0xe0010000, 0xa0e40000, /* mov oT0.x, c0 */
0x0000ffff
};
static const DWORD ps1_diffuse_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const DWORD ps1_specular_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40001, /* mov r0, v1 */
0x0000ffff
};
static const DWORD ps1_texcoord_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x0000ffff
};
static const struct
{
DWORD vs_version;
const DWORD *vs;
DWORD ps_version;
const DWORD *ps;
D3DCOLOR expected;
BOOL allow_zero_alpha;
BOOL broken_warp;
}
/* On AMD specular color is generally initialized to 0x00000000 and texcoords to 0xff000000
* while on Nvidia it's the opposite. Just allow both. */
tests[] =
{
{D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0xffffffff},
{ 0, NULL, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xffffffff},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, TRUE},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE},
};
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
HWND window;
HRESULT hr;
DWORD vs, ps;
unsigned int i;
ULONG refcount;
D3DCAPS8 caps;
IDirect3DSurface8 *backbuffer;
D3DADAPTER_IDENTIFIER8 identifier;
struct surface_readback rb;
D3DCOLOR color;
BOOL warp;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier);
ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
warp = !strcmp(identifier.Driver, "d3d10warp.dll");
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
if (caps.VertexShaderVersion < tests[i].vs_version
|| caps.PixelShaderVersion < tests[i].ps_version)
{
skip("Vertex / pixel shader version not supported, skipping test %u.\n", i);
continue;
}
if (tests[i].vs)
{
hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i);
hr = IDirect3DDevice8_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
}
else
{
vs = 0;
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
}
if (tests[i].ps)
{
hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i);
}
else
{
ps = 0;
}
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
get_rt_readback(backbuffer, &rb);
color = get_readback_color(&rb, 320, 240);
ok(color_match(color, tests[i].expected, 1)
|| (tests[i].allow_zero_alpha && color_match(color, tests[i].expected & 0x00ffffff, 1))
|| (broken(warp && tests[i].broken_warp)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
release_surface_readback(&rb);
if (vs)
IDirect3DDevice8_DeleteVertexShader(device, vs);
if (ps)
IDirect3DDevice8_DeletePixelShader(device, ps);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface8_Release(backbuffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@ -8127,4 +8331,5 @@ START_TEST(visual)
test_vshader_input();
test_fixed_function_fvf();
test_flip();
test_uninitialized_varyings();
}