d3d9: Add a basic test for multiple rendertargets.

This commit is contained in:
Stefan Dösinger 2008-02-26 12:21:55 +01:00 committed by Alexandre Julliard
parent ee13cc4903
commit 82d25338aa
1 changed files with 115 additions and 0 deletions

View File

@ -7587,6 +7587,120 @@ static void pointsize_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%s\n", DXGetErrorString9(hr));
}
static void multiple_rendertargets_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DPixelShader9 *ps;
IDirect3DTexture9 *tex1, *tex2;
IDirect3DSurface9 *surf1, *surf2, *backbuf;
D3DCAPS9 caps;
DWORD color;
DWORD shader_code[] = {
0xffff0300, /* ps_3_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0, 1, 0, 0 */
0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0, 0, 1, 0 */
0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */
0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */
0x0000ffff /* END */
};
float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1,
};
float texquad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
0.0, -1.0, 0.1, 1.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0,
0.0, -1.0, 0.1, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0,
0.0, 1.0, 0.1, 0.0, 1.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed, hr=%s\n", DXGetErrorString9(hr));
if(caps.NumSimultaneousRTs < 2) {
skip("Only 1 simultaneous render target supported, skipping MRT test\n");
return;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%s\n", DXGetErrorString9(hr));
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 240);
ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 240);
ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color);
IDirect3DPixelShader9_Release(ps);
IDirect3DTexture9_Release(tex1);
IDirect3DTexture9_Release(tex2);
IDirect3DSurface9_Release(surf1);
IDirect3DSurface9_Release(surf2);
IDirect3DSurface9_Release(backbuf);
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
@ -7719,6 +7833,7 @@ START_TEST(visual)
fixed_function_varying_test(device_ptr);
vFace_register_test(device_ptr);
vpos_register_test(device_ptr);
multiple_rendertargets_test(device_ptr);
if(caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
vshader_version_varying_test(device_ptr);
pshader_version_varying_test(device_ptr);