d3d8/tests: Port the vertex shader input test to D3D8.
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4611ad8bef
commit
ddefb49a30
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@ -7076,6 +7076,293 @@ static void test_texcoordindex(void)
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DestroyWindow(window);
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}
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static void test_vshader_input(void)
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{
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DWORD swapped_twotexcrd_shader, swapped_onetexcrd_shader = 0;
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DWORD swapped_twotex_wrongidx_shader = 0, swapped_twotexcrd_rightorder_shader;
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DWORD texcoord_color_shader, color_ubyte_shader, color_color_shader, color_float_shader;
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DWORD color_nocolor_shader = 0;
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d;
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ULONG refcount;
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D3DCAPS8 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const DWORD swapped_shader_code[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */
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0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */
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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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static const DWORD texcoord_color_shader_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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0x00000001, 0xd00f0000, 0x90e40007, /* mov oD0, v7 */
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0x0000ffff /* end */
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};
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static const DWORD color_color_shader_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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0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40005, /* mul oD0, c0, v5 */
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0x0000ffff /* end */
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};
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static const float quad1[] =
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{
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-1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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-1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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};
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static const float quad4[] =
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{
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0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
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};
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static const struct
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{
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struct vec3 position;
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DWORD diffuse;
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}
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quad1_color[] =
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{
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{{-1.0f, -1.0f, 0.1f}, 0x00ff8040},
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{{-1.0f, 0.0f, 0.1f}, 0x00ff8040},
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{{ 0.0f, -1.0f, 0.1f}, 0x00ff8040},
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{{ 0.0f, 0.0f, 0.1f}, 0x00ff8040},
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},
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quad2_color[] =
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{
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{{ 0.0f, -1.0f, 0.1f}, 0x00ff8040},
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{{ 0.0f, 0.0f, 0.1f}, 0x00ff8040},
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{{ 1.0f, -1.0f, 0.1f}, 0x00ff8040},
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{{ 1.0f, 0.0f, 0.1f}, 0x00ff8040},
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},
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quad3_color[] =
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{
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{{-1.0f, 0.0f, 0.1f}, 0x00ff8040},
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{{-1.0f, 1.0f, 0.1f}, 0x00ff8040},
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{{ 0.0f, 0.0f, 0.1f}, 0x00ff8040},
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{{ 0.0f, 1.0f, 0.1f}, 0x00ff8040},
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};
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static const float quad4_color[] =
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{
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0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f,
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};
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static const DWORD decl_twotexcrd[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */
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D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */
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D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */
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D3DVSD_END()
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};
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static const DWORD decl_twotexcrd_rightorder[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */
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D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord0 */
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D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord1 */
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D3DVSD_END()
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};
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static const DWORD decl_onetexcrd[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */
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D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */
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D3DVSD_END()
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};
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static const DWORD decl_twotexcrd_wrongidx[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */
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D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */
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D3DVSD_REG(3, D3DVSDT_FLOAT4), /* texcoord2 */
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D3DVSD_END()
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};
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static const DWORD decl_texcoord_color[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */
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D3DVSD_REG(7, D3DVSDT_D3DCOLOR), /* texcoord0 */
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D3DVSD_END()
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};
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static const DWORD decl_color_color[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */
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D3DVSD_REG(5, D3DVSDT_D3DCOLOR), /* diffuse */
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D3DVSD_END()
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};
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static const DWORD decl_color_ubyte[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3),
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D3DVSD_REG(5, D3DVSDT_UBYTE4),
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D3DVSD_END()
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};
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static const DWORD decl_color_float[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3),
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D3DVSD_REG(5, D3DVSDT_FLOAT4),
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D3DVSD_END()
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};
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static const DWORD decl_nocolor[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3),
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D3DVSD_END()
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};
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static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f};
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static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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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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goto done;
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}
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hr = IDirect3DDevice8_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.VertexShaderVersion < D3DVS_VERSION(1, 1))
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{
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skip("No vs_1_1 support, skipping tests.\n");
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IDirect3DDevice8_Release(device);
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goto done;
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}
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd, swapped_shader_code, &swapped_twotexcrd_shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_onetexcrd, swapped_shader_code, &swapped_onetexcrd_shader, 0);
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todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_wrongidx, swapped_shader_code, &swapped_twotex_wrongidx_shader, 0);
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todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_rightorder, swapped_shader_code, &swapped_twotexcrd_rightorder_shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_texcoord_color, texcoord_color_shader_code, &texcoord_color_shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_ubyte, color_color_shader_code, &color_ubyte_shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_color, color_color_shader_code, &color_color_shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_float, color_color_shader_code, &color_float_shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl_nocolor, color_color_shader_code, &color_nocolor_shader, 0);
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todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 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_SetVertexShader(device, swapped_twotexcrd_shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_rightorder_shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11);
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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, 360);
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ok(color_match(color, 0x00ffff80, 1), "Got unexpected color 0x%08x for quad 1 (2crd).\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color == 0x00000000, "Got unexpected color 0x%08x for quad 4 (2crd-rightorder).\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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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 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_SetVertexShader(device, texcoord_color_shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, color_ubyte_shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, normalize, 1);
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ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, no_normalize, 1);
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ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, color_color_shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, color_float_shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7);
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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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IDirect3DDevice8_SetVertexShader(device, 0);
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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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"Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1),
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"Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
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"Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1),
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"Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\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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IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_shader);
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IDirect3DDevice8_DeleteVertexShader(device, swapped_onetexcrd_shader);
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IDirect3DDevice8_DeleteVertexShader(device, swapped_twotex_wrongidx_shader);
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IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_rightorder_shader);
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IDirect3DDevice8_DeleteVertexShader(device, texcoord_color_shader);
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IDirect3DDevice8_DeleteVertexShader(device, color_ubyte_shader);
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IDirect3DDevice8_DeleteVertexShader(device, color_color_shader);
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IDirect3DDevice8_DeleteVertexShader(device, color_float_shader);
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IDirect3DDevice8_DeleteVertexShader(device, color_nocolor_shader);
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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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done:
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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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@ -7134,4 +7421,5 @@ START_TEST(visual)
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test_pointsize();
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test_multisample_mismatch();
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test_texcoordindex();
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test_vshader_input();
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}
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