Commit Graph

1498 Commits

Author SHA1 Message Date
Matteo Bruni 76b1461d17 d3d9/tests: Add a test for UpdateTexture. 2015-07-09 17:18:22 +09:00
Józef Kucia 399cf7e4b9 d3d9/tests: Add basic tests for vertex blending. 2015-07-03 16:51:39 +09:00
Matteo Bruni 170dca7741 wined3d: Handle per-vertex point size in the GLSL FFP replacement. 2015-06-17 20:01:19 +09:00
Matteo Bruni 4611ad8bef d3d9/tests: Test the default colors for fixed function vertex processing. 2015-06-12 21:23:12 +09:00
Matteo Bruni 3c7e48a132 d3d9/tests: Test the default diffuse color for vertex shaders. 2015-06-12 21:23:12 +09:00
Matteo Bruni 81935797a1 d3d9/tests: Add a test for reordering texture coordinates via D3DTSS_TEXCOORDINDEX. 2015-06-11 19:34:54 +09:00
Stefan Dösinger 4d8bfe190c d3d9/tests: Test multisample mismatch. 2015-06-10 23:25:05 +09:00
Matteo Bruni 386b5ded61 d3d9/tests: Add more tests for point size. 2015-06-05 16:52:54 +09:00
Stefan Dösinger 87bf9c99b8 d3d9/tests: Avoid invalid framebuffer configrations in resz_test. 2015-05-19 22:56:05 +09:00
Matteo Bruni 40ce3d16e8 d3d9/tests: Add spotlight and light range tests. 2015-04-29 17:02:16 +09:00
Sebastian Lackner cf9c3fed18 d3d9/tests: Fix compile error with gcc 4.9. 2015-04-28 15:36:21 +09:00
Stefan Dösinger 7109bebd02 wined3d: Move volume DXTn handling to apply_format_fixups. 2015-04-27 15:07:42 +09:00
Matteo Bruni 1e494a69c1 d3d9/tests: Add a specular lighting test. 2015-04-24 19:08:04 +09:00
Matteo Bruni b963c73abb wined3d: Introduce D3D7+ normal matrix computation. 2015-04-24 19:07:52 +09:00
Matteo Bruni 92cb56a2f8 d3d9/tests: Add a lighting test with non-affine worldview matrix. 2015-04-22 23:23:57 +09:00
Henri Verbeet ca00d72da3 d3d9/tests: Release "d3d9ex" after we're done with it in test_wndproc() (Valgrind). 2015-04-21 22:21:48 +09:00
Henri Verbeet dc53f6c2e6 wined3d: Use the display format if WINED3DFMT_UNKNOWN is passed as backbuffer format for windowed mode resets. 2015-04-15 22:21:58 +09:00
Henri Verbeet 3ccac1a71f d3d9: Update the backbuffer D3DPRESENT_PARAMETERS after a successful reset. 2015-04-14 17:26:44 +09:00
Henri Verbeet c78312ad08 d3d9: Merge most of d3d9_device_Reset() and d3d9_device_ResetEx(). 2015-04-14 17:26:42 +09:00
Henri Verbeet af438d451c d3d9/tests: Test D3DPRESENT_PARAMETERS after a successful reset. 2015-04-14 17:26:36 +09:00
Henri Verbeet f35cc97911 d3d10core/tests: Port the d3d9 vPos test to d3d10. 2015-03-31 18:49:28 +09:00
Henri Verbeet 94967c28b9 wined3d: Add support for half-integer pixel centers.
Like in OpenGL and Direct3D 10+.
2015-03-30 19:10:29 +09:00
Matteo Bruni 2f710d72bb d3d9/tests: Add more lighting tests. 2015-03-27 20:40:38 +09:00
Henri Verbeet 1b08196c5a wined3d: Implement d3d10 style instance data step rates. 2015-03-24 17:41:06 +09:00
Henri Verbeet 88f230b56e d3d10core: Also pass unused input layout elements to wined3d.
While these won't be used by the shader, they potentially affect the
calculated offset for WINED3D_APPEND_ALIGNED_ELEMENT elements.
2015-03-23 22:59:12 +09:00
Francois Gouget f505e6fb4a Assorted spelling fixes. 2015-03-19 21:54:14 +09:00
Stefan Dösinger 462346ac83 d3d9/tests: Extend the colorfill test. 2015-03-18 21:03:38 +09:00
Stefan Dösinger c5fdc1670b d3d9/tests: Relax the fog range test a bit. 2015-03-13 22:28:29 +09:00
Stefan Dösinger d25cc9695b d3d9: Correct ColorFill validation. 2015-03-13 21:57:33 +09:00
Stefan Dösinger cdb7e825ce d3d9/tests: Add a test for signed formats. 2015-03-10 21:43:28 +09:00
Michael Stefaniuc 3730c99c28 d3d9/tests: Remove no-op binary & with all 1's (PVS-Studio). 2015-03-06 20:32:05 +09:00
Michael Stefaniuc 148d6e3c10 d3d9/tests: Actually test some return values (PVS-Studio). 2015-03-04 21:50:41 +09:00
Stefan Dösinger 28a9d6324a d3d9/tests: Extend the FPU setup test.
Games created by GameMaker modify the FPU control word to enable
division by zero exceptions. The game Risk of Rain, which is written
with GameMaker, furthermore sets fogstart == fogend, which triggers an
exception when the GL driver attempts to calculate 1 / (fogend -
fogstart). This test adds some evidence that we are not supposed to
temporarily restore the FPU CW if D3DCREATE_FPU_PRESERVE is used.
2015-02-27 21:53:33 +09:00
Matteo Bruni d423e06223 d3d9/tests: Move a Present out of the loops in fog_with_shader_test(). 2015-02-20 22:53:23 +09:00
Matteo Bruni acbb387753 d3d9/tests: Test upload of user memory textures. 2015-02-20 22:53:19 +09:00
Matteo Bruni 2aed2c3a15 d3d9/tests: Allow more alternative results in the ATI1N test. 2015-02-19 17:51:20 +09:00
Stefan Dösinger f75d1b0c2f d3d/tests: Geforce8+ GPUs abs() table fog. 2015-02-13 22:37:07 +09:00
Stefan Dösinger fd218b93d0 d3d9/tests: Test rhw depth clip with z enabled but no depth buffer set. 2015-02-12 22:19:48 +09:00
Stefan Dösinger 3b2c642163 d3d9/tests: Test rhw table fog z vs rhw.
The Z disable part of the test is technically not necessary because the
fog coordinate is written before applying the projection matrix. I've
nevertheless included it because this is not immediately obvious and fog
is the only place where the vertex Z matters if depth test and depth
clipping are disabled.
2015-02-12 22:19:02 +09:00
Matteo Bruni 30f4d91906 d3d9/tests: Add a test for POSITIONi shader input/outputs. 2015-02-09 22:05:53 +09:00
Stefan Dösinger 63d52c7317 d3d/tests: Show that WM_SYSCOMMAND(SC_RESTORE) is delivered only once. 2015-01-28 11:06:56 +01:00
Stefan Dösinger 3ef1d6bcd9 wined3d: Pass WM_SYSCOMMAND(SC_RESTORE) to DefWindowProc. 2015-01-28 11:06:48 +01:00
Axel Davy b83825509e d3d9/tests: Fix test_3dc_formats getPixelColor check.
getPixelColor should be called before Present, because the device
swapchain was created with discard mode.
2015-01-08 14:03:15 +01:00
Axel Davy fc84368f87 d3d9/tests: Fix volume_dxt5_test getPixelColor check.
getPixelColor should be called before Present, because the device
swapchain was created with discard mode.
2015-01-08 14:03:06 +01:00
Matteo Bruni 6f89df2fb4 d3d9/tests: Remove a couple duplicate lines. 2015-01-06 12:34:07 +01:00
Henri Verbeet ea534c9ab4 wined3d: Allow initial texture contents to be specified with wined3d_texture_create(). 2015-01-05 20:15:35 +01:00
Michael Stefaniuc 51406b471a d3d9: Don't assert for shaders with the wrong vtbl. 2014-12-16 11:39:40 +01:00
Henri Verbeet 3b3b74510b d3d9: Calculate texture levels in d3d9 instead of wined3d. 2014-12-10 19:32:15 +01:00
Stefan Dösinger 19c860499a wined3d: Filter messages generated by focus handling. 2014-12-08 14:18:43 +01:00
Stefan Dösinger f217636e2d d3d9/test: Test WM_SYSCOMMAND handling. 2014-12-08 14:17:22 +01:00