From 7837a0504cf23f533277023baf9c30f20b40f412 Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Thu, 15 Oct 2015 22:01:02 +0200 Subject: [PATCH] d3d8/tests: Uninitialized varyings tests. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d8/tests/visual.c | 205 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 205 insertions(+) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 2748445c418..50c763fb67e 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -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(); }