d3d8/tests: Add a volume V16U16 test.
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@ -4007,6 +4007,160 @@ static void volume_dxt5_test(IDirect3DDevice8 *device)
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IDirect3DVolumeTexture8_Release(texture);
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}
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static void volume_v16u16_test(IDirect3DDevice8 *device)
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{
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HRESULT hr;
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IDirect3D8 *d3d8;
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IDirect3DVolumeTexture8 *texture;
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DWORD shader;
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D3DLOCKED_BOX box;
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unsigned int i;
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DWORD color;
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SHORT *texel;
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D3DCAPS8 caps;
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static const struct
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{
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struct vec3 position;
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struct vec3 texcrd;
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}
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quads[] =
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{
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{{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}},
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{{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}},
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{{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}},
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{{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}},
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{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}},
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{{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}},
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{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}},
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{{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}},
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};
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static const DWORD shader_code[] =
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{
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */
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0x3f000000, 0x3f000000, /* 0.5, 0.5 */
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0x00000042, 0xb00f0000, /* tex t0 */
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0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */
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0x0000ffff /* end */
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};
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hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
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ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr);
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hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
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D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16);
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IDirect3D8_Release(d3d8);
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if (FAILED(hr))
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{
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skip("Volume V16U16 textures are not supported, skipping test.\n");
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return;
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}
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
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if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
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{
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skip("No pixel shader 1.1 support, skipping test.\n");
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return;
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}
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, shader);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr);
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for (i = 0; i < 2; i++)
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{
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D3DPOOL pool;
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if (i)
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pool = D3DPOOL_SYSTEMMEM;
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else
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pool = D3DPOOL_MANAGED;
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hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
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pool, &texture);
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ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
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hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0);
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ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
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texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch);
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texel[0] = 32767;
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texel[1] = 32767;
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texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch);
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texel[0] = -32768;
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texel[1] = 0;
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texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch);
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texel[0] = -16384;
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texel[1] = 16384;
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texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch);
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texel[0] = 0;
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texel[1] = 0;
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hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
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ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
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if (i)
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{
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IDirect3DVolumeTexture8 *texture2;
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hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
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D3DPOOL_DEFAULT, &texture2);
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ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture,
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(IDirect3DBaseTexture8 *)texture2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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IDirect3DVolumeTexture8_Release(texture);
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texture = texture2;
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}
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff00ff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, 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, &quads[0], sizeof(*quads));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
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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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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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color = getPixelColor(device, 120, 160);
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ok (color_match(color, 0x000080ff, 2),
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"Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color);
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color = getPixelColor(device, 120, 400);
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ok (color_match(color, 0x00ffffff, 2),
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"Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color);
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color = getPixelColor(device, 360, 160);
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ok (color_match(color, 0x007f7fff, 2),
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"Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color);
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color = getPixelColor(device, 360, 400);
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ok (color_match(color, 0x0040c0ff, 2),
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"Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color);
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IDirect3DVolumeTexture8_Release(texture);
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}
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeletePixelShader(device, shader);
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ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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}
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START_TEST(visual)
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{
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IDirect3DDevice8 *device_ptr;
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@ -4096,6 +4250,7 @@ START_TEST(visual)
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resz_test(device_ptr);
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fog_special_test(device_ptr);
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volume_dxt5_test(device_ptr);
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volume_v16u16_test(device_ptr);
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cleanup:
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if(device_ptr) {
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