d3d9/tests: Use a separate device for dp2add_ps_test().
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@ -5584,12 +5584,17 @@ static void constant_clamp_ps_test(IDirect3DDevice9 *device)
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IDirect3DPixelShader9_Release(shader_11);
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}
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static void dp2add_ps_test(IDirect3DDevice9 *device)
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static void dp2add_ps_test(void)
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{
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IDirect3DPixelShader9 *shader_dp2add = NULL;
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IDirect3DPixelShader9 *shader_dp2add_sat = NULL;
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HRESULT hr;
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IDirect3DPixelShader9 *shader_dp2add_sat;
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IDirect3DPixelShader9 *shader_dp2add;
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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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/* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2.
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* One D3D restriction of all shader instructions except SINCOS is that no more than 2
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@ -5626,16 +5631,34 @@ static void dp2add_ps_test(IDirect3DDevice9 *device)
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff /* end */
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};
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const float quad[] = {
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-1.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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-1.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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static const float quad[] =
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{
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-1.0f, -1.0f, 0.1f,
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-1.0f, 1.0f, 0.1f,
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1.0f, -1.0f, 0.1f,
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1.0f, 1.0f, 0.1f,
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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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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
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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(2, 0))
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{
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skip("No ps_2_0 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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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add);
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@ -5647,64 +5670,43 @@ static void dp2add_ps_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
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if (shader_dp2add) {
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hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, 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, 3 * sizeof(float));
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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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hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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color = getPixelColor(device, 360, 240);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
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if(SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr);
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IDirect3DPixelShader9_Release(shader_dp2add);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
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}
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hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, 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, 3 * sizeof(float));
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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, 360, 240);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1),
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"dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
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color = getPixelColor(device, 360, 240);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr);
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IDirect3DPixelShader9_Release(shader_dp2add_sat);
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IDirect3DPixelShader9_Release(shader_dp2add);
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} else {
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skip("dp2add shader creation failed\n");
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}
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if (shader_dp2add_sat) {
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hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
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if(SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
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}
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color = getPixelColor(device, 360, 240);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1),
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"dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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IDirect3DPixelShader9_Release(shader_dp2add_sat);
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} else {
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skip("dp2add shader creation failed\n");
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}
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
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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 cnd_test(IDirect3DDevice9 *device)
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@ -15914,11 +15916,6 @@ START_TEST(visual)
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
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constant_clamp_ps_test(device_ptr);
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cnd_test(device_ptr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) {
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dp2add_ps_test(device_ptr);
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} else {
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skip("No ps_2_0 support\n");
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}
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}
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}
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else skip("No ps_1_1 support\n");
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@ -15926,6 +15923,7 @@ START_TEST(visual)
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cleanup_device(device_ptr);
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device_ptr = NULL;
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dp2add_ps_test();
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unbound_sampler_test();
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nested_loop_test();
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pretransformed_varying_test();
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