d3d8/tests: Use a separate device for fog_with_shader_test().

This commit is contained in:
Henri Verbeet 2014-04-18 08:15:57 +02:00 committed by Alexandre Julliard
parent af8cd4a7af
commit f693254d2c
1 changed files with 52 additions and 24 deletions

View File

@ -634,16 +634,24 @@ static void fog_test(IDirect3DDevice8 *device)
* vertex fog with foggy vertex shader, non-linear
* fog with shader, non-linear fog with foggy shader,
* linear table fog with foggy shader */
static void fog_with_shader_test(IDirect3DDevice8 *device)
static void fog_with_shader_test(void)
{
/* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */
DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0};
DWORD pixel_shader[2] = {0, 0};
IDirect3DDevice8 *device;
unsigned int i, j;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
DWORD color;
union
{
float f;
DWORD i;
} start, end;
unsigned int i, j;
/* Basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
@ -685,10 +693,6 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
D3DVSD_END()
};
static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f};
/* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */
DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0};
DWORD pixel_shader[2] = {0, 0};
/* This reference data was collected on a nVidia GeForce 7600GS
* driver version 84.19 DirectX version 9.0c on Windows XP */
static const struct test_data_t
@ -816,12 +820,44 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
/* NOTE: changing these values will not affect the tests with foggy vertex shader,
* as the values are hardcoded in the shader constant */
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No vs_1_1 / ps_1_1 support, skipping tests.\n");
IDirect3DDevice8_Release(device);
goto done;
}
/* NOTE: changing these values will not affect the tests with foggy vertex
* shader, as the values are hardcoded in the shader constant. */
start.f = 0.1f;
end.f = 0.9f;
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0);
@ -873,7 +909,7 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
quad[2].z = 0.001f + j / 10.02f;
quad[3].z = 0.001f + j / 10.02f;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0f, 0);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
@ -896,17 +932,14 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
}
}
/* Reset states */
hr = IDirect3DDevice8_SetVertexShader(device, 0);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]);
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]);
IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void cnd_test(void)
@ -4890,15 +4923,9 @@ START_TEST(visual)
alpha_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
test_scalar_instructions(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
fog_with_shader_test(device_ptr);
}
else
{
skip("No vs.1.1 support\n");
}
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
@ -4906,6 +4933,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
fog_with_shader_test();
cnd_test();
p8_texture_test();
texop_test();