d3d9: Test table fog and exp fog in the shader fog test.
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@ -1320,9 +1320,9 @@ out:
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/* This test tests fog in combination with shaders.
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* What's tested: linear fog (vertex and table) with pixel shader
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* linear table fog with non foggy vertex shader
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* vertex fog with foggy vertex shader
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* What's not tested: non linear fog with shader
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* table fog with foggy vertex shader
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* vertex fog with foggy vertex shader, non-linear
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* fog with shader, non-linear fog with foggy shader,
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* linear table fog with foggy shader
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*/
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static void fog_with_shader_test(IDirect3DDevice9 *device)
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{
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@ -1423,6 +1423,25 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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/* vertex shader and pixel shader */
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/* The next 4 tests would read the fog coord output, but it isn't available.
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* The result is a fully fogged quad, no matter what the Z coord is. This is on
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* a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent.
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* These tests should be disabled if some other hardware behaves differently
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*/
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{1, 1, D3DFOG_NONE, D3DFOG_NONE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_LINEAR, D3DFOG_NONE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_EXP, D3DFOG_NONE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_EXP2, D3DFOG_NONE,
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{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
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0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
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/* These use the Z coordinate with linear table fog */
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{1, 1, D3DFOG_NONE, D3DFOG_LINEAR,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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@ -1432,11 +1451,17 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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{1, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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{1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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/* Non-linear table fog without fog coord */
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{1, 1, D3DFOG_NONE, D3DFOG_EXP,
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{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
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0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
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{1, 1, D3DFOG_NONE, D3DFOG_EXP2,
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{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
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0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
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#if 0 /* FIXME: these fail on GeForce 8500 */
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/* foggy vertex shader */
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@ -1454,7 +1479,9 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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#endif
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/* foggy vertex shader and pixel shader */
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/* foggy vertex shader and pixel shader. First 4 tests with vertex fog,
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* all using the fixed fog-coord linear fog
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*/
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{2, 1, D3DFOG_NONE, D3DFOG_NONE,
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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@ -1468,6 +1495,18 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
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/* These use table fog. Here the shader-provided fog coordinate is
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* ignored and the z coordinate used instead
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*/
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{2, 1, D3DFOG_NONE, D3DFOG_EXP,
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{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
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0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
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{2, 1, D3DFOG_NONE, D3DFOG_EXP2,
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{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
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0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
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{2, 1, D3DFOG_NONE, D3DFOG_LINEAR,
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{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
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0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
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};
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/* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
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