d3d9/tests: Add test for vertex textures.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -22408,6 +22408,134 @@ static void test_drawindexedprimitiveup(void)
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DestroyWindow(window);
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}
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static void test_vertex_texture(void)
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{
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static const D3DVERTEXELEMENT9 decl_elements[] =
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{
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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D3DDECL_END()
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};
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static const struct vec3 quad[] =
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{
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{-1.0f, -1.0f, 0.0f},
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{-1.0f, 1.0f, 0.0f},
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{ 1.0f, -1.0f, 0.0f},
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{ 1.0f, 1.0f, 0.0f},
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};
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static const DWORD vs_code[] =
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{
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0xfffe0300, /* vs_3_0 */
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0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0, 0, 0, 0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
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0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
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0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
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0x0300005f, 0xe00f0001, 0xa0000000, 0xa0e40800, /* texldl o1, c0.x, s0 */
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0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
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0x0000ffff, /* end */
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};
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static const DWORD ps_code[] =
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{
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0xffff0300, /* ps_3_0 */
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0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color v0 */
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0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
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0x0000ffff, /* end */
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};
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static const DWORD texture_data[4] = {0x00ffff00, 0x00ffff00, 0x00ffff00, 0x00ffff00};
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IDirect3DVertexDeclaration9 *declaration;
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IDirect3DTexture9 *texture;
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IDirect3DVertexShader9 *vs;
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IDirect3DPixelShader9 *ps;
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IDirect3DDevice9 *device;
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D3DLOCKED_RECT lr;
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IDirect3D9 *d3d;
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D3DCOLOR color;
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ULONG refcount;
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D3DCAPS9 caps;
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HWND window;
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HRESULT hr;
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window = create_window();
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create D3D device.\n");
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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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.VertexShaderVersion < D3DVS_VERSION(3, 0) || caps.PixelShaderVersion < D3DPS_VERSION(3, 0))
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{
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skip("SM3 is not supported.\n");
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goto done;
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}
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if (!(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MAGFPOINT)
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|| !(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MINFPOINT))
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{
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skip("Vertex texture point filtering is not supported, caps %#x.\n", caps.VertexTextureFilterCaps);
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goto done;
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}
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hr = IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8);
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if (hr != D3D_OK)
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{
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skip("No vertex texture fetch support for D3DFMT_A8R8G8B8, hr %#x.\n", hr);
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goto done;
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}
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hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
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ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr);
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memset(&lr, 0, sizeof(lr));
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hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
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ok(hr == D3D_OK, "Failed to lock texture, hr %#x.\n", hr);
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memcpy(lr.pBits, texture_data, sizeof(texture_data));
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hr = IDirect3DTexture9_UnlockRect(texture, 0);
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ok(hr == D3D_OK, "Failed to unlock texture, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, D3DVERTEXTEXTURESAMPLER0, (IDirect3DBaseTexture9 *)texture);
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ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &declaration);
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ok(SUCCEEDED(hr), "Failed to create vertex declaration, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexDeclaration(device, declaration);
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ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, vs);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, 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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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, 160, 360);
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ok(color == texture_data[0], "Got unexpected color 0x%08x.\n", color);
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IDirect3DPixelShader9_Release(ps);
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IDirect3DVertexShader9_Release(vs);
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IDirect3DTexture9_Release(texture);
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IDirect3DVertexDeclaration9_Release(declaration);
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done:
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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START_TEST(visual)
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{
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D3DADAPTER_IDENTIFIER9 identifier;
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@ -22537,4 +22665,5 @@ START_TEST(visual)
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test_max_index16();
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test_backbuffer_resize();
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test_drawindexedprimitiveup();
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test_vertex_texture();
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}
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