d3d9/tests: Add unbound cube/volume texture tests.
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@ -12188,7 +12188,7 @@ static void ds_size_test(IDirect3DDevice9 *device)
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static void unbound_sampler_test(IDirect3DDevice9 *device)
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{
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HRESULT hr;
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IDirect3DPixelShader9 *ps;
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IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume;
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IDirect3DSurface9 *rt, *old_rt;
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DWORD color;
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@ -12201,6 +12201,24 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff, /* end */
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};
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static const DWORD ps_code_cube[] =
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{
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0xffff0200, /* ps_2_0 */
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0x0200001f, 0x98000000, 0xa00f0800, /* dcl_cube s0 */
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0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
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0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff, /* end */
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};
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static const DWORD ps_code_volume[] =
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{
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0xffff0200, /* ps_2_0 */
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0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */
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0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
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0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff, /* end */
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};
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static const struct
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{
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@ -12220,6 +12238,10 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr);
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@ -12253,6 +12275,42 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
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color = getPixelColorFromSurface(rt, 32, 32);
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ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
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/* Now try with a cube texture */
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hr = IDirect3DDevice9_SetPixelShader(device, ps_cube);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
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}
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color = getPixelColorFromSurface(rt, 32, 32);
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ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
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/* And then with a volume texture */
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hr = IDirect3DDevice9_SetPixelShader(device, ps_volume);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
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}
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color = getPixelColorFromSurface(rt, 32, 32);
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ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
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@ -12262,6 +12320,8 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
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IDirect3DSurface9_Release(rt);
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IDirect3DSurface9_Release(old_rt);
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IDirect3DPixelShader9_Release(ps);
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IDirect3DPixelShader9_Release(ps_cube);
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IDirect3DPixelShader9_Release(ps_volume);
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}
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static void update_surface_test(IDirect3DDevice9 *device)
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