d3d9: Add a visual test for the DP2ADD shader instruction.
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@ -3897,6 +3897,125 @@ static void constant_clamp_ps_test(IDirect3DDevice9 *device)
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IDirect3DPixelShader9_Release(shader_11);
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}
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static void dp2add_ps_test(IDirect3DDevice9 *device)
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{
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IDirect3DPixelShader9 *shader_dp2add = NULL;
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IDirect3DPixelShader9 *shader_dp2add_sat = NULL;
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HRESULT hr;
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DWORD color;
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/* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2.
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* One D3D restriction of all shader instructions except SINCOS is that no more than 2
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* source tokens can be constants. So, for this excercise, we move contents of c0 to
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* r0 first.
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* The result here for the r,g,b components should be rougly 0.5:
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* (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */
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static const DWORD shader_code_dp2add[] = {
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0xffff0200, /* ps_2_0 */
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0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0 */
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0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
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0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add r0.rgb, r0, r0, r0.a */
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0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff /* end */
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};
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/* Test the _sat modifier, too. Result here should be:
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* DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5
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* _SAT: ==> 1.0
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* ADD: (1.0 + -0.5) = 0.5
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*/
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static const DWORD shader_code_dp2add_sat[] = {
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0xffff0200, /* ps_2_0 */
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0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0 */
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0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
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0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add_sat r0.rgb, r0, r0, r0.a */
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0x03000002, 0x80070000, 0x80e40000, 0xa0000000, /* add r0.rgb, r0, c0.r */
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0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff /* end */
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};
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const 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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-1.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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};
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
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if (shader_dp2add) {
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hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
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if(SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
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color = getPixelColor(device, 360, 240);
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ok(color == 0x007f7f7f || color == 0x00808080, "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
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IDirect3DPixelShader9_Release(shader_dp2add);
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} else {
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skip("dp2add shader creation failed\n");
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}
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if (shader_dp2add_sat) {
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hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
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if(SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
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color = getPixelColor(device, 360, 240);
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ok(color == 0x007f7f7f || color == 0x00808080, "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
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IDirect3DPixelShader9_Release(shader_dp2add_sat);
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} else {
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skip("dp2add shader creation failed\n");
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}
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
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}
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static void cnd_test(IDirect3DDevice9 *device)
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{
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IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
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@ -8005,6 +8124,8 @@ START_TEST(visual)
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
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constant_clamp_ps_test(device_ptr);
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cnd_test(device_ptr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) {
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dp2add_ps_test(device_ptr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) {
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nested_loop_test(device_ptr);
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fixed_function_varying_test(device_ptr);
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@ -8020,6 +8141,9 @@ START_TEST(visual)
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} else {
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skip("No ps_3_0 support\n");
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}
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} else {
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skip("No ps_2_0 support\n");
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}
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}
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}
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else skip("No ps_1_1 support\n");
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