d3d9/tests: Add a test for INTZ.
This commit is contained in:
parent
b93814e959
commit
e279fa2afd
|
@ -10816,6 +10816,180 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
|
|||
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
|
||||
}
|
||||
|
||||
static void intz_test(IDirect3DDevice9 *device)
|
||||
{
|
||||
static const DWORD ps_code[] =
|
||||
{
|
||||
0xffff0200, /* ps_2_0 */
|
||||
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
|
||||
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
|
||||
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */
|
||||
0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */
|
||||
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
|
||||
0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */
|
||||
0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */
|
||||
0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */
|
||||
0x02000001, 0x800f0800, 0x80e40001, /* mov 0C0, r1 */
|
||||
0x0000ffff, /* end */
|
||||
};
|
||||
struct
|
||||
{
|
||||
float x, y, z;
|
||||
float s, t, p, q;
|
||||
}
|
||||
quad[] =
|
||||
{
|
||||
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f},
|
||||
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
|
||||
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
|
||||
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
|
||||
};
|
||||
struct
|
||||
{
|
||||
UINT x, y;
|
||||
D3DCOLOR color;
|
||||
}
|
||||
expected_colors[] =
|
||||
{
|
||||
{400, 60, D3DCOLOR_ARGB(0x00, 0x9f, 0xff, 0x00)},
|
||||
{560, 180, D3DCOLOR_ARGB(0x00, 0xdf, 0x55, 0x00)},
|
||||
{560, 300, D3DCOLOR_ARGB(0x00, 0xdf, 0x66, 0x00)},
|
||||
{400, 420, D3DCOLOR_ARGB(0x00, 0x9f, 0xb6, 0x00)},
|
||||
{240, 420, D3DCOLOR_ARGB(0x00, 0x60, 0x6d, 0x00)},
|
||||
{ 80, 300, D3DCOLOR_ARGB(0x00, 0x20, 0x33, 0x00)},
|
||||
{ 80, 180, D3DCOLOR_ARGB(0x00, 0x20, 0x55, 0x00)},
|
||||
{240, 60, D3DCOLOR_ARGB(0x00, 0x60, 0xff, 0x00)},
|
||||
};
|
||||
|
||||
IDirect3DSurface9 *original_ds, *original_rt, *rt;
|
||||
IDirect3DTexture9 *texture;
|
||||
IDirect3DPixelShader9 *ps;
|
||||
IDirect3DSurface9 *ds;
|
||||
IDirect3D9 *d3d9;
|
||||
D3DCAPS9 caps;
|
||||
HRESULT hr;
|
||||
UINT i;
|
||||
|
||||
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
|
||||
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
|
||||
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
|
||||
{
|
||||
skip("No pixel shader 2.0 support, skipping INTZ test.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
|
||||
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
|
||||
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
skip("No INTZ support, skipping INTZ test.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
IDirect3D9_Release(d3d9);
|
||||
|
||||
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
|
||||
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
|
||||
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
|
||||
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
|
||||
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
|
||||
D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
|
||||
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
|
||||
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
|
||||
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
|
||||
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
||||
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
|
||||
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
|
||||
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
|
||||
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
||||
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
|
||||
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
|
||||
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
|
||||
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
|
||||
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
|
||||
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
|
||||
|
||||
/* Setup the depth/stencil surface. */
|
||||
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
|
||||
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_BeginScene(device);
|
||||
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
|
||||
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
|
||||
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
|
||||
IDirect3DSurface9_Release(ds);
|
||||
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
|
||||
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
|
||||
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetPixelShader(device, ps);
|
||||
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
|
||||
|
||||
/* Read the depth values back. */
|
||||
hr = IDirect3DDevice9_BeginScene(device);
|
||||
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
|
||||
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
|
||||
|
||||
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
|
||||
{
|
||||
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
|
||||
ok(color_match(color, expected_colors[i].color, 1),
|
||||
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
|
||||
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
|
||||
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
|
||||
IDirect3DSurface9_Release(original_ds);
|
||||
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
|
||||
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
|
||||
IDirect3DTexture9_Release(texture);
|
||||
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
|
||||
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
|
||||
IDirect3DPixelShader9_Release(ps);
|
||||
|
||||
IDirect3DSurface9_Release(original_rt);
|
||||
IDirect3DSurface9_Release(rt);
|
||||
}
|
||||
|
||||
static void shadow_test(IDirect3DDevice9 *device)
|
||||
{
|
||||
static const DWORD ps_code[] =
|
||||
|
@ -11382,6 +11556,7 @@ START_TEST(visual)
|
|||
alphareplicate_test(device_ptr);
|
||||
dp3_alpha_test(device_ptr);
|
||||
depth_buffer_test(device_ptr);
|
||||
intz_test(device_ptr);
|
||||
shadow_test(device_ptr);
|
||||
fp_special_test(device_ptr);
|
||||
depth_bounds_test(device_ptr);
|
||||
|
|
Loading…
Reference in New Issue