wined3d: Add a (nested) loop test.
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@ -3572,6 +3572,61 @@ static void cnd_test(IDirect3DDevice9 *device)
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IDirect3DPixelShader9_Release(shader_11);
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}
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static void nested_loop_test(IDirect3DDevice9 *device) {
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const DWORD shader_code[] = {
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0xffff0300, /* ps_3_0 */
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0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
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0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/
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0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0 */
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0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
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0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */
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0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */
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0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001, /* add r0, r0, c1 */
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0x0000001d, /* endloop */
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0x0000001d, /* endloop */
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff /* end */
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};
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IDirect3DPixelShader9 *shader;
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HRESULT hr;
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DWORD color;
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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_CreatePixelShader(device, shader_code, &shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetPixelShader(device, shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x0000ff00, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear 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 == 0x007f0000 || color == 0x00800000 || color == 0x00810000,
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"Nested loop test returned color 0x%08x, expected 0x00800000\n", color);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %s\n", DXGetErrorString9(hr));
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IDirect3DPixelShader9_Release(shader);
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}
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START_TEST(visual)
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{
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IDirect3DDevice9 *device_ptr;
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@ -3679,6 +3734,11 @@ 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(3, 0)) {
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nested_loop_test(device_ptr);
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} else {
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skip("No ps_3_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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