Stefan Dösinger
90e443758a
wined3d: Add a parameter for SetRenderTarget viewport setup.
2009-11-03 21:21:30 +01:00
Henri Verbeet
bf10dbe8a6
wined3d: Map D3DFMT_D24S8 to WINED3DFMT_D24_UNORM_S8_UINT.
...
The internal order of the depth and stencil bits is unspecified since the
format isn't lockable.
2009-10-30 11:28:52 +01:00
Henri Verbeet
fff8b09fb4
d3d9/tests: Release the IDirect3D9Ex interface in test_qi_ex_to_base().
2009-10-23 12:03:08 +02:00
Henri Verbeet
66961840a5
d3d9: Free "elements" in a vertexdeclaration_init() error path (Valgrind).
2009-10-22 10:46:25 +02:00
Louis Lenders
786271e1a1
d3d9/tests: Test {IDirect3DTexture9, IDirect3DSurface9}::UnlockRect for rectangles that are not locked.
2009-10-20 15:00:40 +02:00
Henri Verbeet
4dbf1c4900
d3d9: Add traces.
2009-10-20 14:00:36 +02:00
Henri Verbeet
d17cd37d3b
d3d9/tests: Remove an unused color result.
2009-10-19 11:45:30 +02:00
Henri Verbeet
44aead2e1c
d3d9: Fix some IDirect3DDevice9Ex methods.
2009-10-19 11:45:25 +02:00
Henri Verbeet
023446f109
d3d9/tests: Check some more return values (LLVM/Clang).
2009-10-16 13:37:12 +02:00
James Helferty
2b5ff09160
d3d9/tests: Fix position of EndScene in visual test.
2009-10-15 12:06:17 +02:00
Stefan Dösinger
e80144c403
d3d: Make EndScene calls hookable.
2009-10-14 12:21:06 +02:00
Stefan Dösinger
dcacd83a82
d3d9: Make some functions hookable.
2009-10-14 12:21:06 +02:00
Henri Verbeet
aa96a4559e
d3d9: Add some stateblock tests for device resources.
2009-10-13 11:38:28 +02:00
Henri Verbeet
803eab27c7
d3d9: Cleanup the stateblock test callbacks a bit.
2009-10-12 12:36:05 +02:00
Henri Verbeet
8f91327b89
d3d9: Only run the vertex/pixel shader constant apply tests when the implementation supports them.
2009-10-12 12:35:47 +02:00
Henri Verbeet
de45a38003
d3d9: Add tests for D3DSBT_PIXELSTATE stateblocks.
2009-10-09 11:50:30 +02:00
Henri Verbeet
489264d495
d3d9: Add tests for D3DSBT_VERTEXSTATE stateblocks.
2009-10-09 11:50:30 +02:00
Henri Verbeet
50e1106eca
d3d9: Add some tests for CreateStateBlock().
2009-10-08 13:53:59 +02:00
Henri Verbeet
dfe07023c4
d3d9: Don't test D3DRS_DEBUGMONITORTOKEN in the stateblock tests.
2009-10-08 13:53:39 +02:00
Henri Verbeet
ffcfbc2aeb
d3d8: Rename abort_stateblock() to release_stateblock() in the stateblock tests.
2009-10-08 13:53:24 +02:00
Stefan Dösinger
fcd0bc8f54
d3d9: Reduce the YUV test precision.
2009-10-08 12:03:20 +02:00
Henri Verbeet
3cb7e87284
d3d9: Use separate fields for data to check/apply in the stateblock tests.
2009-10-07 12:24:21 +02:00
Henri Verbeet
063d3d181b
d3d9: Get rid of the unused "return_data_buffer" in the stateblock tests.
2009-10-07 12:24:09 +02:00
Henri Verbeet
7d0d8c0245
d3d9: Make the individual stateblock tests responsible for checking data.
2009-10-06 12:02:41 +02:00
Henri Verbeet
54e28991fc
d3d9: Always pass "struct event_data" to "event_fn" in the stateblock tests.
2009-10-05 13:46:01 +02:00
Henri Verbeet
9f4f29fd03
d3d9: Remove useless typedefs from the stateblock tests.
2009-10-05 13:46:01 +02:00
Henri Verbeet
3caba01ec9
d3d9: Remove D3D9_RENDER_STATES from the stateblock tests.
2009-10-05 13:46:01 +02:00
Stefan Dösinger
eda00d97ad
d3d9: Test viewports that are bigger than the surface.
2009-10-02 15:06:38 +02:00
Stefan Dösinger
dc45657f2c
wined3d: Fix vs_2_0 sgn.
...
vs_2_0's sgn has two extra parameters - temporary registers for the
instruction. This patch fixes the crash of the d3d9:visual test on windows and
properly handles the vs_2_0 version of sgn.
2009-10-02 12:36:59 +02:00
Stefan Dösinger
0c70291c2c
wined3d: Fix a contradicting comment.
...
The test was adopted from the ddraw test, where GetPrivateData does not
addref. The test code was adjusted, the comment apparently not.
2009-10-01 13:47:53 +02:00
Allan Tong
5d56eddb7c
d3d9: Don't release the parent device before destroying its children.
...
Releasing the device earlier may cause the underlying wineD3D device
to be freed before the child object has had a chance to clean up.
2009-09-29 12:05:47 +02:00
Henri Verbeet
47c84f4f7f
wined3d: Use the DXGI naming convention for all formats.
2009-09-25 15:15:44 +02:00
Henri Verbeet
c64da00de7
wined3d: Rename IWineD3DDevice::GetIndices() to IWineD3DDevice::GetIndexBuffer().
2009-09-25 15:14:52 +02:00
Henri Verbeet
60e32659a7
wined3d: Rename IWineD3DDevice::SetIndices() to IWineD3DDevice::SetIndexBuffer().
2009-09-25 15:14:44 +02:00
Henri Verbeet
789372afa8
wined3d: Don't free D3D pixel shaders until the wined3d pixel shader is destroyed.
2009-09-24 13:24:53 +02:00
Henri Verbeet
7f1c802b9f
d3d9: Add a separate function for pixel shader initialization.
2009-09-24 13:24:40 +02:00
Henri Verbeet
ca05ef5dd0
wined3d: Don't free D3D vertex shaders until the wined3d vertex shader is destroyed.
2009-09-24 13:24:19 +02:00
Henri Verbeet
cdb741274a
d3d9: Add a separate function for vertex shader initialization.
2009-09-24 13:24:04 +02:00
Henri Verbeet
66a7236590
wined3d: Don't free D3D vertex declarations until the wined3d vertex declaration is destroyed.
2009-09-23 12:36:28 +02:00
Henri Verbeet
0241fefa94
d3d9: Add a separate function for vertex declaration initialization.
2009-09-23 12:35:00 +02:00
James Helferty
6fa09d1d22
d3d9: Fix some typos in visual test.
2009-09-22 20:19:58 +02:00
Henri Verbeet
85ab52a48d
d3d9: Properly destroy vertex declarations.
2009-09-22 16:17:37 +02:00
Henri Verbeet
359acf2461
d3d9: Limit "NumSimultaneousRTs" to 4.
2009-09-22 16:17:30 +02:00
Henri Verbeet
93b0600829
wined3d: Don't free D3D buffers until the wined3d buffer is destroyed.
2009-09-18 08:55:25 -05:00
Henri Verbeet
de9b47924d
d3d9: Add a separate function for vertex buffer initialization.
2009-09-18 08:55:05 -05:00
Henri Verbeet
5ec05c556d
d3d9: Add a separate function for index buffer initialization.
2009-09-18 08:55:00 -05:00
Henri Verbeet
a8e8f763bf
wined3d: Don't free D3D textures until the wined3d texture is destroyed.
2009-09-18 08:54:34 -05:00
Henri Verbeet
75f005ebf9
d3d9: Add a separate function for texture initialization.
2009-09-17 10:10:10 -05:00
Henri Verbeet
de3bd86fb6
wined3d: Don't free D3D cube textures until the wined3d cube texture is destroyed.
2009-09-17 10:09:44 -05:00
Henri Verbeet
c51fbe9293
d3d9: Add a separate function for cube texture initialization.
2009-09-17 10:09:28 -05:00
Henri Verbeet
a286646f51
wined3d: Don't free D3D volume textures until the wined3d volume texture is destroyed.
2009-09-16 13:06:06 -05:00
Henri Verbeet
5b7b4f59d2
d3d9: Add a separate function for volume texture initialization.
2009-09-16 13:05:51 -05:00
Henri Verbeet
b1ede91bfc
d3d9: Mark internal symbols hidden.
2009-09-16 13:05:34 -05:00
Henri Verbeet
e9000d2e6c
wined3d: Don't free D3D volumes until the wined3d volume is destroyed.
2009-09-16 13:05:20 -05:00
Henri Verbeet
8ffca99fb0
d3d9: Add a separate function for volume initialization.
2009-09-16 13:04:57 -05:00
Henri Verbeet
a5214c306f
wined3d: Don't free D3D surfaces until the wined3d surface is destroyed.
...
This prevents for example a d3d9 depth stencil from being destroyed when it
has no external references but is still in use by the device/stateblock. A
nice side effect is that it simplifies handling of "implicit" surfaces like
the frontbuffer and backbuffers, as well as the forwarding of reference counts
for surfaces that are part of a texture.
2009-09-16 13:04:32 -05:00
Henri Verbeet
52e45865bd
d3d9: Add a separate function for surface initialization.
2009-09-15 14:32:23 -05:00
Henri Verbeet
2b2fc827ce
wined3d: Remove unused parameters to drawPrimitive().
2009-09-11 12:09:14 +02:00
Stefan Dösinger
e1469961d4
wined3d: Test and fix ddraw and d3d9 GetDC differences.
...
The MSDN is not totally correct: A8R8G8B8 and A1R5G5B5 also allow GetDC. The
main differences that have to be filtered out in d3d9.dll are GetDC on
A8B8G8R8, X8B8G8R8 and P8.
2009-09-08 13:04:52 +02:00
Stefan Dösinger
9281bdb478
wined3d: SetLOD is ignored on D3DPOOL_DEFAULT textures.
...
I am not testing SYSTEMMEM and SCRATCH textures. SCRATCH textures
cannot be created, SYSTEMMEM ones cannot be used for texturing on
Windows.
2009-08-31 12:18:56 +02:00
Stefan Dösinger
edf1c50b54
wined3d: Handle per-texture max LOD level.
...
GL_TEXTURE_BASE_LEVEL matches the basetexture::SetLOD functionality.
D3DSAMP_MAXMIPLEVEL essentially does the same as SetLOD. The test included in
this patch shows that the smallest mipmap level is used.
2009-08-31 12:18:41 +02:00
Henri Verbeet
e7d14d02d0
d3d9: Remove trailing spaces.
2009-08-28 11:54:50 +02:00
Henri Verbeet
5f9f079d71
d3d9: Use the wined3d cs for wined3d locking.
2009-08-26 12:11:41 +02:00
Henri Verbeet
ada3e059e8
d3d9: Remove stray tabs.
2009-08-26 12:10:49 +02:00
Jörg Höhle
f2a4c6eeab
d3d9/tests: SetAutoGenFilterType tests.
2009-08-20 17:39:45 +02:00
Henri Verbeet
ffb38da024
wined3d: Try to force a top-left filling convention.
2009-08-19 14:45:09 +02:00
Jörg Höhle
ba87299402
d3d9/tests: Detect empty graphics driver name.
2009-08-14 11:26:44 +02:00
Henri Verbeet
3b06fc92f4
wined3d: Use EXT_provoking_vertex to match Direct3D's provoking vertex convention.
2009-08-10 13:52:50 +02:00
Stefan Dösinger
296573caae
d3d: Filter R8G8B8 in d3d8 and d3d9.
2009-08-07 14:56:40 +02:00
Henri Verbeet
3115f3357f
d3d9/tests: Use color_match() in a few more places.
2009-07-10 12:13:32 +02:00
Henri Verbeet
699f68cdee
wined3d: Get rid of some pointers in WINED3DADAPTER_IDENTIFIER.
...
This also avoids some unchecked strcpy() calls.
2009-07-07 11:50:30 +02:00
Paul Vriens
f96e210ed7
d3d9/tests: Skip a test on failure.
2009-07-06 14:35:26 +02:00
Henri Verbeet
17c0e99106
d3d9/tests: Add a small test for having multiple device active at the same time.
...
This is essentially the situation that caused problems with reusing the
initial GL context.
2009-07-03 13:05:52 +02:00
Henri Verbeet
7d3beb6b79
d3d: Add a test for releasing the device after destroying the window.
2009-06-29 12:30:32 +02:00
Gerald Pfeifer
b44596ffff
d3d9: Fix variable type in reset_enum_callback().
2009-06-26 12:02:59 +02:00
Henri Verbeet
c672071db7
d3d9/tests: Make sure the device is released properly.
2009-06-23 11:47:59 +02:00
Henri Verbeet
ad05c39fd7
d3d9/tests: Release the query in test_occlusion_query_states().
2009-06-23 11:47:53 +02:00
Henri Verbeet
6cc2f9573a
d3d9/tests: Release the vertex buffer in test_null_stream().
2009-06-23 11:47:49 +02:00
Paul Vriens
d8669f9e41
d3d9/tests: Use color_match ((logical || with non-zero constant).
2009-06-23 11:47:38 +02:00
Gerald Pfeifer
9b043744cd
d3d9/tests: Fix three incorrect logic conditions.
2009-06-22 11:44:37 +02:00
Stefan Dösinger
2364ce08e5
d3d9: Add a SGN test.
2009-06-22 11:26:14 +02:00
Stefan Dösinger
b93136e0c3
d3d9: Add an aL indexing test.
2009-06-22 11:26:07 +02:00
Henri Verbeet
1e0b1e5487
d3d9: Use color_match() in the fog test.
2009-06-19 13:52:56 +02:00
Stefan Doesinger
f75dadfeb7
d3d9: Accept an alternative oFog->ps_3_0 handling.
2009-06-17 12:19:57 +02:00
Henri Verbeet
88162fabb8
wined3d: Get rid of the pointers in WINED3DSURFACE_DESC.
2009-06-15 13:42:29 +02:00
Henri Verbeet
4bc6b376e0
wined3d: Remove the useless "resource_type" parameter from IWineD3DDevice::CreateSurface().
2009-06-12 17:33:15 +02:00
Gerald Pfeifer
6383d5fee2
d3d9: Use correct constant types (WINED3DPOOL_DEFAULT instead of D3DPOOL_DEFAULT and WINED3DRTYPE_SURFACE instead of D3DRTYPE_SURFACE).
2009-06-11 11:53:54 +02:00
Henri Verbeet
621da64245
wined3d: Get rid of the silly pointers in WINED3DVOLUME_DESC.
2009-06-09 17:01:14 +02:00
Gerald Pfeifer
f39e7182e1
d3d9: Use WINED3DPOOL_DEFAULT instead of D3DPOOL_DEFAULT as appropriate.
2009-06-03 11:27:34 +02:00
Alexandre Julliard
2449eea0fd
d3d9/tests: Skip CheckDeviceMultiSampleType test if not available.
2009-06-01 16:16:04 +02:00
Henri Verbeet
59268f7924
d3d9: Having a NULL rendertarget isn't a failure.
2009-05-29 11:26:50 +02:00
Louis Lenders
06936f04c0
wined3d: Fix CheckDeviceMultiSampleType when queried with D3DMULTISAMPLE_NONE.
2009-05-28 15:02:08 +02:00
Henri Verbeet
13a05caa97
wined3d: Remove the "declaration" parameter to IWineD3DDeviceImpl_CreateVertexShader().
...
Once upon a time this was used for creating fake vertex shader
attribute semantics for d3d8 shaders. We don't need this anymore since
device_stream_info_from_declaration() will use the vertex
declaration's output slot to load the data, if present. That also
avoids the potentially expensive matching of attribute semantics
between vertex shader and declaration for d3d8.
2009-05-28 12:42:18 +02:00
Stefan Dösinger
6492622350
wined3d: sincos for vertex shaders.
...
SCS is unfortunately a fragment program only instruction. If we have the NV
extensions we can use SIN and COS. Otherwise we have to approximate sine and
cosine with a taylor series. Luckily we're provided with the necessary
constants by the application.
2009-05-27 11:56:53 +02:00
Louis Lenders
f9b9f73991
d3d9/tests: Add simple test to show that QualityLevels is not zero, when we call CheckDeviceMultiSampleType with D3DMULTISAMPLE_NONE.
2009-05-27 11:55:04 +02:00
Henri Verbeet
f0e303b0f2
wined3d: Add the output signature to IWineD3DDevice_CreateVertexShader().
2009-05-26 13:49:55 +02:00
Henri Verbeet
9a579a43b1
wined3d: Use the output signature to map SM4 pixel shader outputs to the appropriate register.
2009-05-11 12:43:00 +02:00
Austin English
68ccd08952
d3d9/tests: Sign compare fix.
2009-05-08 14:30:51 +02:00
Stefan Dösinger
31f5b01f9a
wined3d: Add a point size test.
...
It shows that our current behavior (enabling coord_replace on all
units) is correct.
2009-05-08 12:17:04 +02:00
Stefan Dösinger
9f1731edb6
d3d: Limit d3d8 and d3d9 vshader constants to 256.
...
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in
GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim
256 constants on Windows, so we can and should do the same.
2009-04-27 13:23:36 +02:00