d3d9: Use a pixel shader for the vs 3.0 input test.
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d8224118ab
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cf757a6361
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@ -5956,7 +5956,8 @@ static void test_compare_instructions(IDirect3DDevice9 *device)
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static void test_vshader_input(IDirect3DDevice9 *device)
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{
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DWORD swapped_shader_code_3[] = {
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static const DWORD swapped_shader_code_3[] =
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{
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0xfffe0300, /* vs_3_0 */
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0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
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0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
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@ -5968,7 +5969,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */
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0x0000ffff /* end */
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};
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DWORD swapped_shader_code_1[] = {
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static const DWORD swapped_shader_code_1[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */
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@ -5978,7 +5980,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */
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0x0000ffff /* end */
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};
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DWORD swapped_shader_code_2[] = {
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static const DWORD swapped_shader_code_2[] =
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{
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0xfffe0200, /* vs_2_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */
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@ -5988,7 +5991,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */
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0x0000ffff /* end */
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};
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DWORD texcoord_color_shader_code_3[] = {
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static const DWORD texcoord_color_shader_code_3[] =
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{
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0xfffe0300, /* vs_3_0 */
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0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
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0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
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@ -5998,7 +6002,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */
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0x0000ffff /* end */
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};
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DWORD texcoord_color_shader_code_2[] = {
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static const DWORD texcoord_color_shader_code_2[] =
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{
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0xfffe0200, /* vs_2_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */
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@ -6006,7 +6011,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
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0x0000ffff /* end */
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};
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DWORD texcoord_color_shader_code_1[] = {
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static const DWORD texcoord_color_shader_code_1[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */
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@ -6014,7 +6020,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
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0x0000ffff /* end */
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};
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DWORD color_color_shader_code_3[] = {
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static const DWORD color_color_shader_code_3[] =
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{
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0xfffe0300, /* vs_3_0 */
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0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
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0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
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@ -6024,23 +6031,33 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001, /* mul o1, c0, v1 */
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0x0000ffff /* end */
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};
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DWORD color_color_shader_code_2[] = {
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static const DWORD color_color_shader_code_2[] =
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{
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0xfffe0200, /* vs_2_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */
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0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */
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0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */
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0x0000ffff /* end */
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};
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DWORD color_color_shader_code_1[] = {
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static const DWORD color_color_shader_code_1[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */
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0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */
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0x0000ffff /* end */
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};
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static const DWORD ps3_code[] =
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{
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0xffff0300, /* ps_3_0 */
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0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
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0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
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0x0000ffff /* end */
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};
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IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
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IDirect3DPixelShader9 *ps;
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HRESULT hr;
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DWORD color;
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float quad1[] = {
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@ -6159,12 +6176,17 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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for(i = 1; i <= 3; i++) {
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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if(i == 3) {
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hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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} else if(i == 2){
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hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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@ -6309,6 +6331,7 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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IDirect3DDevice9_SetVertexShader(device, NULL);
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IDirect3DDevice9_SetPixelShader(device, NULL);
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IDirect3DDevice9_SetVertexDeclaration(device, NULL);
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IDirect3DVertexShader9_Release(swapped_shader);
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@ -6322,6 +6345,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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} else if(i == 2){
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hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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@ -6372,6 +6397,7 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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}
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IDirect3DDevice9_SetVertexShader(device, NULL);
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IDirect3DDevice9_SetVertexDeclaration(device, NULL);
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IDirect3DDevice9_SetPixelShader(device, NULL);
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
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@ -6402,6 +6428,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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IDirect3DVertexDeclaration9_Release(decl_color_color);
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IDirect3DVertexDeclaration9_Release(decl_color_ubyte);
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IDirect3DVertexDeclaration9_Release(decl_color_float);
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IDirect3DPixelShader9_Release(ps);
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}
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static void srgbtexture_test(IDirect3DDevice9 *device)
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