d3d/tests: Table fog does not abs the fog coordinate.
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parent
cfd741c6b6
commit
96519f9be9
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@ -5381,33 +5381,69 @@ static void test_negative_fixedfunction_fog(void)
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{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
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{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
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};
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unsigned int i;
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static const struct
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{
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union
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{
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float f;
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DWORD d;
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} start, end;
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D3DFOGMODE vfog;
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DWORD color;
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struct vec4 position;
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D3DCOLOR diffuse;
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}
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tests[] =
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tquad[] =
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{
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/* fog_interpolation_test shows that vertex fog evaluates the fog
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* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
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* that the abs happens before the fog equation is evaluated. */
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{{ 0.0f}, {1.0f}, D3DFOG_LINEAR, 0x00808000},
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{{-1.0f}, {0.0f}, D3DFOG_LINEAR, 0x0000ff00},
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{{ 0.0f}, {1.0f}, D3DFOG_EXP, 0x009b6400},
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{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
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{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
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{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
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{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
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};
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static const D3DMATRIX proj_mat =
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unsigned int i;
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static const D3DMATRIX zero =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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}}};
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/* Needed to make AMD drivers happy. Yeah, it is not supposed to
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* have an effect on RHW draws. */
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static const D3DMATRIX identity =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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}}};
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static const struct
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{
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DWORD pos_type;
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const void *quad;
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size_t stride;
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const D3DMATRIX *matrix;
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union
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{
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float f;
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DWORD d;
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} start, end;
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D3DFOGMODE vfog, tfog;
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DWORD color, color_broken;
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}
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tests[] =
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{
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/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. */
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{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f},
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D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000},
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/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
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* parameters to 0.0 and 1.0 in the table fog case. */
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{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f},
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D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000},
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/* fog_interpolation_test shows that vertex fog evaluates the fog
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* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
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* that the abs happens before the fog equation is evaluated. */
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{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
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D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000},
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{D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f},
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D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00},
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{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
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D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400},
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};
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D3DCAPS8 caps;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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@ -5422,8 +5458,11 @@ static void test_negative_fixedfunction_fog(void)
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return;
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}
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
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skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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@ -5432,29 +5471,40 @@ static void test_negative_fixedfunction_fog(void)
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
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{
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if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
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continue;
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
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ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)),
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"Got unexpected color 0x%08x, case %u.\n", color, i);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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}
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@ -16984,33 +16984,69 @@ static void test_negative_fixedfunction_fog(void)
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{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
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{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
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};
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unsigned int i;
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static const struct
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{
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union
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{
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float f;
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DWORD d;
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} start, end;
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D3DFOGMODE vfog;
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DWORD color;
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struct vec4 position;
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D3DCOLOR diffuse;
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}
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tests[] =
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tquad[] =
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{
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/* fog_interpolation_test shows that vertex fog evaluates the fog
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* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
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* that the abs happens before the fog equation is evaluated. */
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{{ 0.0f}, {1.0f}, D3DFOG_LINEAR, 0x00808000},
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{{-1.0f}, {0.0f}, D3DFOG_LINEAR, 0x0000ff00},
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{{ 0.0f}, {1.0f}, D3DFOG_EXP, 0x009b6400},
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{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
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{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
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{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
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{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
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};
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static const D3DMATRIX proj_mat =
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unsigned int i;
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static const D3DMATRIX zero =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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}}};
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/* Needed to make AMD drivers happy. Yeah, it is not supposed to
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* have an effect on RHW draws. */
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static const D3DMATRIX identity =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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}}};
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static const struct
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{
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DWORD pos_type;
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const void *quad;
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size_t stride;
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const D3DMATRIX *matrix;
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union
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{
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float f;
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DWORD d;
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} start, end;
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D3DFOGMODE vfog, tfog;
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DWORD color, color_broken;
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}
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tests[] =
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{
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/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. */
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{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f},
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D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000},
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/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
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* parameters to 0.0 and 1.0 in the table fog case. */
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{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f},
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D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000},
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/* fog_interpolation_test shows that vertex fog evaluates the fog
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* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
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* that the abs happens before the fog equation is evaluated. */
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{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
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D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000},
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{D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f},
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D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00},
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{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
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D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400},
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};
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D3DCAPS9 caps;
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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@ -17025,8 +17061,11 @@ static void test_negative_fixedfunction_fog(void)
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return;
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}
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
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skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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@ -17035,29 +17074,40 @@ static void test_negative_fixedfunction_fog(void)
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
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{
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if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
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continue;
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, tests[i].pos_type | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
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ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)),
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"Got unexpected color 0x%08x, case %u.\n", color, i);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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}
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@ -8022,33 +8022,61 @@ static void test_negative_fixedfunction_fog(void)
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{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
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{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
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};
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unsigned int i;
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static const struct
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static struct
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{
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union
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{
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float f;
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DWORD d;
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} start, end;
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D3DFOGMODE vfog;
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DWORD color;
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struct vec4 position;
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D3DCOLOR diffuse;
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}
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tests[] =
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tquad[] =
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{
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/* fog_interpolation_test shows that vertex fog evaluates the fog
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* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
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* that the abs happens before the fog equation is evaluated. */
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{{ 0.0f}, {1.0f}, D3DFOG_LINEAR, 0x00808000},
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{{-1.0f}, {0.0f}, D3DFOG_LINEAR, 0x0000ff00},
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{{ 0.0f}, {1.0f}, D3DFOG_EXP, 0x009b6400},
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{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
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{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
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{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
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{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
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};
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static D3DMATRIX proj_mat =
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unsigned int i;
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static D3DMATRIX zero =
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{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
static D3DMATRIX identity =
|
||||
{
|
||||
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
|
||||
{
|
||||
DWORD pos_type;
|
||||
void *quad;
|
||||
D3DMATRIX *matrix;
|
||||
union
|
||||
{
|
||||
float f;
|
||||
DWORD d;
|
||||
} start, end;
|
||||
D3DFOGMODE vfog, tfog;
|
||||
DWORD color, color_broken;
|
||||
}
|
||||
tests[] =
|
||||
{
|
||||
/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. */
|
||||
{D3DFVF_XYZRHW, tquad, &identity, { 0.0f}, {1.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000},
|
||||
/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
|
||||
* parameters to 0.0 and 1.0 in the table fog case. */
|
||||
{D3DFVF_XYZRHW, tquad, &identity, {-1.0f}, {0.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000},
|
||||
/* fog_interpolation_test shows that vertex fog evaluates the fog
|
||||
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
|
||||
* that the abs happens before the fog equation is evaluated. */
|
||||
{D3DFVF_XYZ, quad, &zero, { 0.0f}, {1.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000},
|
||||
{D3DFVF_XYZ, quad, &zero, {-1.0f}, {0.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00},
|
||||
{D3DFVF_XYZ, quad, &zero, { 0.0f}, {1.0f}, D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400},
|
||||
};
|
||||
D3DDEVICEDESC7 caps;
|
||||
|
||||
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
|
||||
0, 0, 640, 480, 0, 0, 0, 0);
|
||||
|
@ -8062,6 +8090,10 @@ static void test_negative_fixedfunction_fog(void)
|
|||
|
||||
hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
|
||||
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_GetCaps(device, &caps);
|
||||
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
|
||||
if (!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE))
|
||||
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
|
||||
|
||||
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
|
@ -8071,29 +8103,38 @@ static void test_negative_fixedfunction_fog(void)
|
|||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0x0000ff00);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &proj_mat);
|
||||
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
|
||||
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
|
||||
|
||||
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
|
||||
{
|
||||
if (!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
|
||||
continue;
|
||||
|
||||
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, tests[i].matrix);
|
||||
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, tests[i].start.d);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, tests[i].end.d);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, tests[i].vfog);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, tests[i].tfog);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice7_BeginScene(device);
|
||||
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
|
||||
D3DFVF_XYZ | D3DFVF_DIFFUSE, quad, 4, 0);
|
||||
tests[i].pos_type | D3DFVF_DIFFUSE, tests[i].quad, 4, 0);
|
||||
hr = IDirect3DDevice7_EndScene(device);
|
||||
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
|
||||
|
||||
color = get_surface_color(rt, 0, 240);
|
||||
ok(compare_color(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
|
||||
ok(compare_color(color, tests[i].color, 2) || broken(compare_color(color, tests[i].color_broken, 2)),
|
||||
"Got unexpected color 0x%08x, case %u.\n", color, i);
|
||||
}
|
||||
|
||||
IDirectDrawSurface7_Release(rt);
|
||||
|
|
Loading…
Reference in New Issue