d3d9/tests: Use a separate device for texbem_test().

This commit is contained in:
Henri Verbeet 2014-03-24 11:31:34 +01:00 committed by Alexandre Julliard
parent 65c9b48de6
commit aded2bb23c
1 changed files with 75 additions and 61 deletions

View File

@ -2179,23 +2179,36 @@ static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
}
}
/* test the behavior of the texbem instruction
* with normal 2D and projective 2D textures
*/
static void texbem_test(IDirect3DDevice9 *device)
/* Test the behavior of the texbem instruction with normal 2D and projective
* 2D textures. */
static void texbem_test(void)
{
HRESULT hr;
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
/* Use asymmetric matrix to test loading. */
float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f};
IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture1, *texture2;
IDirect3DTexture9 *texture = NULL;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
int i;
static const DWORD pixel_shader_code[] = {
static const DWORD pixel_shader_code[] =
{
0xffff0101, /* ps_1_1*/
0x00000042, 0xb00f0000, /* tex t0*/
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
0x0000ffff
};
static const DWORD double_texbem_code[] = {
static const DWORD double_texbem_code[] =
{
0xffff0103, /* ps_1_3 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */
@ -2204,40 +2217,61 @@ static void texbem_test(IDirect3DDevice9 *device)
0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */
0x0000ffff /* end */
};
static const float quad[][7] = {
static const float quad[][7] =
{
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] = {
static const float quad_proj[][9] =
{
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
static const float double_quad[] =
{
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
};
static const D3DVERTEXELEMENT9 decl_elements[][4] =
{
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
},{
},
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
} };
},
};
/* use asymmetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture = NULL, *texture1, *texture2;
D3DLOCKED_RECT locked_rect;
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No ps_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
generate_bumpmap_textures(device);
@ -2250,7 +2284,7 @@ static void texbem_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
for(i=0; i<2; i++)
@ -2427,34 +2461,14 @@ static void texbem_test(IDirect3DDevice9 *device)
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
if(SUCCEEDED(hr)) {
static const float double_quad[] = {
-1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
-1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
};
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11);
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
}
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 2, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 3, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
@ -2462,6 +2476,11 @@ static void texbem_test(IDirect3DDevice9 *device)
IDirect3DTexture9_Release(texture);
IDirect3DTexture9_Release(texture1);
IDirect3DTexture9_Release(texture2);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void z_range_test(IDirect3DDevice9 *device)
@ -16065,15 +16084,10 @@ START_TEST(visual)
}
else skip("No vs_2_0 and ps_2_0 support\n");
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
texbem_test(device_ptr);
}
else skip("No ps_1_1 support\n");
cleanup_device(device_ptr);
device_ptr = NULL;
texbem_test();
texdepth_test();
texkill_test();
x8l8v8u8_test();