d3d9/tests: Use a separate device for texbem_test().
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@ -2179,23 +2179,36 @@ static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
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}
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}
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/* test the behavior of the texbem instruction
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* with normal 2D and projective 2D textures
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*/
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static void texbem_test(IDirect3DDevice9 *device)
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/* Test the behavior of the texbem instruction with normal 2D and projective
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* 2D textures. */
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static void texbem_test(void)
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{
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HRESULT hr;
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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/* Use asymmetric matrix to test loading. */
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float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f};
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IDirect3DPixelShader9 *pixel_shader = NULL;
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IDirect3DTexture9 *texture1, *texture2;
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IDirect3DTexture9 *texture = NULL;
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D3DLOCKED_RECT locked_rect;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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int i;
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static const DWORD pixel_shader_code[] = {
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static const DWORD pixel_shader_code[] =
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{
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0xffff0101, /* ps_1_1*/
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0x00000042, 0xb00f0000, /* tex t0*/
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0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
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0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
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0x0000ffff
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};
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static const DWORD double_texbem_code[] = {
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static const DWORD double_texbem_code[] =
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{
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0xffff0103, /* ps_1_3 */
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0x00000042, 0xb00f0000, /* tex t0 */
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0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */
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@ -2204,40 +2217,61 @@ static void texbem_test(IDirect3DDevice9 *device)
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0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */
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0x0000ffff /* end */
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};
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static const float quad[][7] = {
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static const float quad[][7] =
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{
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{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
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{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
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{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
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};
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static const float quad_proj[][9] = {
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static const float quad_proj[][9] =
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{
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{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
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{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
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{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
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{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
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};
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static const float double_quad[] =
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{
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
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-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
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1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
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1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
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};
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static const D3DVERTEXELEMENT9 decl_elements[][4] =
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{
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{
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
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D3DDECL_END()
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},
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{
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
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D3DDECL_END()
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},
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};
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static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
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D3DDECL_END()
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},{
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
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D3DDECL_END()
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} };
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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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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a 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 a D3D device, skipping tests.\n");
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goto done;
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}
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/* use asymmetric matrix to test loading */
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float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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IDirect3DPixelShader9 *pixel_shader = NULL;
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IDirect3DTexture9 *texture = NULL, *texture1, *texture2;
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D3DLOCKED_RECT locked_rect;
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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.PixelShaderVersion < D3DPS_VERSION(1, 1))
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{
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skip("No ps_1_1 support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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generate_bumpmap_textures(device);
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@ -2250,7 +2284,7 @@ static void texbem_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
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for(i=0; i<2; i++)
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@ -2427,34 +2461,14 @@ static void texbem_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
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if(SUCCEEDED(hr)) {
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static const float double_quad[] = {
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-1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
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1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
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-1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
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1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
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};
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11);
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
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}
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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, double_quad, sizeof(float) * 11);
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ok(SUCCEEDED(hr), "Failed to draw primitive, 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 == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 1, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 2, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 3, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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@ -2462,6 +2476,11 @@ static void texbem_test(IDirect3DDevice9 *device)
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IDirect3DTexture9_Release(texture);
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IDirect3DTexture9_Release(texture1);
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IDirect3DTexture9_Release(texture2);
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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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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void z_range_test(IDirect3DDevice9 *device)
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@ -16065,15 +16084,10 @@ START_TEST(visual)
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}
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else skip("No vs_2_0 and ps_2_0 support\n");
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
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{
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texbem_test(device_ptr);
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}
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else skip("No ps_1_1 support\n");
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cleanup_device(device_ptr);
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device_ptr = NULL;
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texbem_test();
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texdepth_test();
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texkill_test();
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x8l8v8u8_test();
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