d3d9: Use a vertex shader in the vFace test.

This commit is contained in:
Stefan Dösinger 2010-07-03 19:02:55 +02:00 committed by Alexandre Julliard
parent ba0a5ed104
commit bb3fb05c38
1 changed files with 15 additions and 0 deletions

View File

@ -7992,7 +7992,15 @@ static void vFace_register_test(IDirect3DDevice9 *device)
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* END */
};
const DWORD vshader_code[] = {
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff /* end */
};
IDirect3DPixelShader9 *shader;
IDirect3DVertexShader9 *vshader;
IDirect3DTexture9 *texture;
IDirect3DSurface9 *surface, *backbuffer;
const float quad[] = {
@ -8019,6 +8027,8 @@ static void vFace_register_test(IDirect3DDevice9 *device)
1.0, 1.0, 0.1, 1.0, 1.0,
};
hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
@ -8027,6 +8037,8 @@ static void vFace_register_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
@ -8051,6 +8063,8 @@ static void vFace_register_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
/* Blit the texture onto the back buffer to make it visible */
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
@ -8082,6 +8096,7 @@ static void vFace_register_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
IDirect3DDevice9_SetTexture(device, 0, NULL);
IDirect3DPixelShader9_Release(shader);
IDirect3DVertexShader9_Release(vshader);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backbuffer);
IDirect3DTexture9_Release(texture);