d3d8/tests: Add a test for reordering texture coordinates via D3DTSS_TEXCOORDINDEX.
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@ -6901,6 +6901,181 @@ done:
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DestroyWindow(window);
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}
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static void test_texcoordindex(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, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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}}};
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static const struct
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{
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struct vec3 pos;
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struct vec2 texcoord1;
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struct vec2 texcoord2;
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struct vec2 texcoord3;
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}
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quad[] =
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{
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{{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f}},
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{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f}},
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{{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}},
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{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}},
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};
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d;
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HWND window;
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HRESULT hr;
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IDirect3DTexture8 *texture1, *texture2;
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D3DLOCKED_RECT locked_rect;
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ULONG refcount;
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D3DCOLOR color;
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DWORD *ptr;
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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_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DTexture8_LockRect(texture1, 0, &locked_rect, NULL, D3DLOCK_DISCARD);
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ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
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ptr = locked_rect.pBits;
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ptr[0] = 0xff000000;
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ptr[1] = 0xff00ff00;
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ptr[2] = 0xff0000ff;
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ptr[3] = 0xff00ffff;
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hr = IDirect3DTexture8_UnlockRect(texture1, 0);
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ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
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hr = IDirect3DTexture8_LockRect(texture2, 0, &locked_rect, NULL, D3DLOCK_DISCARD);
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ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
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ptr = locked_rect.pBits;
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ptr[0] = 0xff000000;
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ptr[1] = 0xff0000ff;
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ptr[2] = 0xffff0000;
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ptr[3] = 0xffff00ff;
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hr = IDirect3DTexture8_UnlockRect(texture2, 0);
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ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture1);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture2);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX3);
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ok(SUCCEEDED(hr), "Failed to set FVF, 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_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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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_TEXTURE);
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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_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, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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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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hr = IDirect3DDevice8_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
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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_TEXCOORDINDEX, 1);
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ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0);
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ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 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));
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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, 160, 120);
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ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, 0x00ff0000, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color_match(color, 0x00ffffff, 2), "Got unexpected color 0x%08x.\n", color);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
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ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE1, &mat);
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ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 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));
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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, 160, 120);
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ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
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ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2);
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ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 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));
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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, 160, 120);
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ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, 0x00ff00ff, 2), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color_match(color, 0x00ffff00, 2), "Got unexpected color 0x%08x.\n", color);
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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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IDirect3DTexture8_Release(texture1);
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IDirect3DTexture8_Release(texture2);
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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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@ -6958,4 +7133,5 @@ START_TEST(visual)
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test_signed_formats();
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test_pointsize();
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test_multisample_mismatch();
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test_texcoordindex();
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}
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