d3d8/tests: Add a test for color varyings clamping.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9176,6 +9176,182 @@ done:
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DestroyWindow(window);
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}
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static void test_color_clamping(void)
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{
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static const D3DMATRIX mat =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}}};
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static const struct vec3 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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static const DWORD decl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
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D3DVSD_CONST(0, 1), 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */
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D3DVSD_END()
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};
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static const DWORD vs1_code[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */
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0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */
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0x0000ffff
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};
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static const DWORD ps1_code[] =
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{
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */
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0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */
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0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */
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0x0000ffff
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};
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static const struct
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{
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DWORD vs_version;
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const DWORD *vs;
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DWORD ps_version;
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const DWORD *ps;
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D3DCOLOR expected, broken;
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}
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tests[] =
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{
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{0, NULL, 0, NULL, 0x00404040},
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{0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080},
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{D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040},
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{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f},
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};
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d;
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unsigned int i;
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ULONG refcount;
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D3DCOLOR color;
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D3DCAPS8 caps;
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DWORD vs, ps;
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HWND window;
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HRESULT hr;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate8(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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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
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ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040);
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ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
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ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR);
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ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
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ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
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ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
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for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
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{
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if (caps.VertexShaderVersion < tests[i].vs_version
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|| caps.PixelShaderVersion < tests[i].ps_version)
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{
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skip("Vertex / pixel shader version not supported, skipping test %u.\n", i);
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continue;
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}
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if (tests[i].vs)
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{
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i);
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}
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else
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{
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vs = D3DFVF_XYZ;
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}
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if (tests[i].ps)
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{
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hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i);
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}
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else
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{
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ps = 0;
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}
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hr = IDirect3DDevice8_SetVertexShader(device, vs);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)),
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"Got unexpected color 0x%08x, case %u.\n", color, i);
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if (vs != D3DFVF_XYZ)
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IDirect3DDevice8_DeleteVertexShader(device, vs);
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if (ps)
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IDirect3DDevice8_DeletePixelShader(device, ps);
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}
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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}
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START_TEST(visual)
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{
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D3DADAPTER_IDENTIFIER8 identifier;
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@ -9242,4 +9418,5 @@ START_TEST(visual)
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test_shademode();
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test_multisample_init();
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test_texture_blending();
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test_color_clamping();
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}
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