d3d8/tests: oFog is not initialized on r200.
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@ -774,122 +774,123 @@ static void fog_with_shader_test(void)
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int pshader;
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D3DFOGMODE vfog;
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D3DFOGMODE tfog;
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BOOL uninitialized_reg;
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unsigned int color[11];
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}
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test_data[] =
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{
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/* Only pixel shader */
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{0, 1, D3DFOG_NONE, D3DFOG_LINEAR,
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{0, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, D3DFOG_EXP, D3DFOG_LINEAR,
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{0, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
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{0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, D3DFOG_LINEAR, D3DFOG_NONE,
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{0, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
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{0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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/* Vertex shader */
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{1, 0, D3DFOG_NONE, D3DFOG_NONE,
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{1, 0, D3DFOG_NONE, D3DFOG_NONE, TRUE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 0, D3DFOG_NONE, D3DFOG_LINEAR,
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{1, 0, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 0, D3DFOG_EXP, D3DFOG_LINEAR,
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{1, 0, D3DFOG_EXP, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 0, D3DFOG_EXP2, D3DFOG_LINEAR,
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{1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR,
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{1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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/* Vertex shader and pixel shader */
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/* The next 4 tests would read the fog coord output, but it isn't available.
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* The result is a fully fogged quad, no matter what the Z coord is. */
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{1, 1, D3DFOG_NONE, D3DFOG_NONE,
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{1, 1, D3DFOG_NONE, D3DFOG_NONE, TRUE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_LINEAR, D3DFOG_NONE,
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{1, 1, D3DFOG_LINEAR, D3DFOG_NONE, TRUE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_EXP, D3DFOG_NONE,
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{1, 1, D3DFOG_EXP, D3DFOG_NONE, TRUE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_EXP2, D3DFOG_NONE,
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{1, 1, D3DFOG_EXP2, D3DFOG_NONE, TRUE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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/* These use the Z coordinate with linear table fog */
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{1, 1, D3DFOG_NONE, D3DFOG_LINEAR,
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{1, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_EXP, D3DFOG_LINEAR,
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{1, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
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{1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
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{1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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/* Non-linear table fog without fog coord */
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{1, 1, D3DFOG_NONE, D3DFOG_EXP,
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{1, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE,
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{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
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0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
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{1, 1, D3DFOG_NONE, D3DFOG_EXP2,
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{1, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE,
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{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
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0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
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/* These tests fail on older Nvidia drivers */
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/* Foggy vertex shader */
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{2, 0, D3DFOG_NONE, D3DFOG_NONE,
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{2, 0, D3DFOG_NONE, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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{2, 0, D3DFOG_EXP, D3DFOG_NONE,
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{2, 0, D3DFOG_EXP, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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{2, 0, D3DFOG_EXP2, D3DFOG_NONE,
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{2, 0, D3DFOG_EXP2, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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{2, 0, D3DFOG_LINEAR, D3DFOG_NONE,
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{2, 0, D3DFOG_LINEAR, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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/* Foggy vertex shader and pixel shader. First 4 tests with vertex fog,
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* all using the fixed fog-coord linear fog */
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{2, 1, D3DFOG_NONE, D3DFOG_NONE,
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{2, 1, D3DFOG_NONE, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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{2, 1, D3DFOG_EXP, D3DFOG_NONE,
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{2, 1, D3DFOG_EXP, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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{2, 1, D3DFOG_EXP2, D3DFOG_NONE,
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{2, 1, D3DFOG_EXP2, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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{2, 1, D3DFOG_LINEAR, D3DFOG_NONE,
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{2, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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/* These use table fog. Here the shader-provided fog coordinate is
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* ignored and the z coordinate used instead */
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{2, 1, D3DFOG_NONE, D3DFOG_EXP,
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{2, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE,
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{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
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0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
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{2, 1, D3DFOG_NONE, D3DFOG_EXP2,
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{2, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE,
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{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
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0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
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{2, 1, D3DFOG_NONE, D3DFOG_LINEAR,
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{2, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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};
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@ -996,7 +997,7 @@ static void fog_with_shader_test(void)
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/* As the red and green component are the result of blending use 5% tolerance on the expected value */
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color = getPixelColor(device, 128, 240);
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ok(color_match(color, test_data[i].color[j], 13),
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ok(color_match(color, test_data[i].color[j], 13) || broken(test_data[i].uninitialized_reg),
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"fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n",
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test_data[i].vshader, test_data[i].pshader,
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test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]);
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