James Helferty
6fa09d1d22
d3d9: Fix some typos in visual test.
2009-09-22 20:19:58 +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
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
Henri Verbeet
3115f3357f
d3d9/tests: Use color_match() in a few more places.
2009-07-10 12:13:32 +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
Paul Vriens
d8669f9e41
d3d9/tests: Use color_match ((logical || with non-zero constant).
2009-06-23 11:47:38 +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
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
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
David Adam
758777d1e2
d3d9: Fix a copy/paste error in test.
2009-04-27 13:23:19 +02:00
Michael Stefaniuc
2df012a01a
d3d9/tests: Use LONG instead of long.
2009-03-23 12:41:14 +01:00
Michael Stefaniuc
8e64efeeec
d3d9/tests: Fix some ok() strings in the fog test.
2009-03-12 13:09:54 +01:00
Henri Verbeet
1b9a6fb4e9
d3d9: Fix some sign compare warnings.
2009-03-09 14:44:09 +01:00
Jörg Höhle
7a4ed15884
d3d9/tests: Fix typos in text.
2009-03-04 15:45:43 +01:00
Stefan Dösinger
4aa0591c96
d3d9: Add an alpha blending test.
2009-02-24 16:57:30 +01:00
Stefan Dösinger
e51f2a0e6e
d3d9: Test table fog and exp fog in the shader fog test.
2009-02-11 12:22:00 +01:00
Stefan Dösinger
693d9ded47
wined3d: Properly set the fog frag coord according to the FOGTABLEMODE.
...
This also fixes the test that an earlier patch broke, so the todo_wine can be
removed again.
2009-02-11 12:21:44 +01:00
Marcus Meissner
ace65a527f
d3d9: Initialize hr (Coverity).
2009-01-28 12:10:28 +01:00
Stefan Dösinger
50109aa969
wined3d: Get rid of last_was_foggy_shader & friends.
...
The fog settings do not depend on wether the shader writes to oFog or not,
instead they depend on the FOGVERTEXMODE and FOGTABLEMODE settings, and if a
vertex shader is bound at all.
It works the same way as with the fixed function, and having a vertex shader
is the same as using pretransformed vertices, just that the fog coord comes
from the shader instead of the specular color:
FOGTABLEMODE != NONE: The Z coord is used, oFog is ignored
FOGTABLEMODE == NONE, with VS: oFog is used
FOGTABLEMODE == NONE, no VS, XYZ: Z is used
FOGTABLEMODE == NONE, no VS, XYZRHW: diffuse color is used
2009-01-20 12:45:40 +01:00
Henri Verbeet
9e7b5676a7
d3d9: Remove some superfluous pointer casts.
2009-01-20 12:34:12 +01:00
Stefan Dösinger
903c774263
d3d9: Use D3DFOG_* constants instead of plain integers.
2009-01-13 17:33:08 +01:00
Roderick Colenbrander
a6d28bcc52
d3d9: Relax color matching in bumpmap test.
2009-01-02 11:53:56 +01:00
Francois Gouget
287dee6e78
d3d9/tests: Make some functions static.
2008-12-12 11:41:53 +01:00
Huw Davies
12b9d37120
d3d9/tests: Skip tests if we can't create the D3D9 object.
2008-12-04 12:51:20 +01:00
Stefan Dösinger
e04556bb16
wined3d: Fix D3DFMT_R32F, R16F, G16R16F, ... in the pixel shader.
...
This allows us to drop the load time conversion and the clear
readback hack and replaces it with a color fixup in the fixed
function pipeline replacement.
2008-12-04 12:00:15 +01:00
Stefan Dösinger
cd011661e6
d3d9: Test psize_min vs psize_max vs psize behavior.
...
Add a test that checks what happens if D3DRS_POINTSIZE, D3DRS_POINTSIZE_MIN
and POINTSIZE_MAX have conflicting values. D3DRS_POINTSIZE_MAX trumps
D3DRS_POINTSIZE_MIN, and both MIN and MAX clamp the D3DRS_POINTSIZE value if it is
outside of their range.
2008-11-20 12:17:18 +01:00
Michael Stefaniuc
4f199a10ad
Remove the remaining casts of NULL.
2008-11-03 13:42:09 +01:00
Stefan Dösinger
561ebb355f
d3d9: Test the effect of lighting on the result alpha.
2008-11-03 13:34:13 +01:00
Alexandre Julliard
90fd6a2f4d
d3d9: Convert source files to utf-8.
2008-10-18 19:19:23 +02:00
Francois Gouget
0f38a60dd3
Assorted spelling fixes.
2008-10-10 14:14:05 +02:00
Henri Verbeet
5780b9b56d
d3d9: Use more reasonable texture dimensions.
...
caps.MaxTextureWidth / caps.MaxTextureHeight can potentially be very
large, which could cause a driver to run out of memory. Arguably the
driver shouldn't report such large limits, but there's no reason for
us to create a texture larger than 1024x1024 either.
2008-10-07 12:11:40 +02:00
Stefan Dösinger
631f751fe1
wined3d: Add a test for zenable=false, zwriteenable=false.
...
I suspected that in this situation d3d writes to the z buffer, but the
test shows that I was mistaken
2008-09-11 11:43:42 +02:00
Stefan Dösinger
b294e43206
wined3d: D3DTOP_DOTPRODUCT3 colorop overrides the alphaop.
...
Note that the fix is only implemented in the arbfp and atifs fragment
pipeline. Unfortunately nvrc doesn't support dot3 as alpha operation.
2008-08-27 13:21:24 +02:00
Stefan Dösinger
4767be8cde
wined3d: The final luminance factor is clamped.
2008-08-26 12:07:41 +02:00
Stefan Dösinger
6c6a6a2e61
wined3d: Implement D3DTA_ALPHAREPLICATE in arbfp and atifs.
...
Also adds a simple test for this. In the fixed function and nvrc/nvts
code this already works properly.
2008-08-26 12:07:41 +02:00
Stefan Dösinger
6c12b81552
wined3d: Implement D3DTOP_BUMPENVMAPLUMINANCE.
2008-08-26 12:07:41 +02:00
Stefan Dösinger
b692e86104
wined3d: De-pickify the texbem test.
2008-08-21 13:34:06 +02:00
Stefan Dösinger
a901f0966d
d3d9: Make the bumpmap test less picky.
2008-08-21 13:33:58 +02:00
Stefan Dösinger
bbf313e76a
d3d9: Test for fixed function value clamping.
2008-08-21 13:27:58 +02:00
Stefan Dösinger
6a24b28b75
wined3d: Support YUV formats with GL_APPLE_ycbcr_422.
2008-08-20 12:25:00 +02:00
Stefan Dösinger
ef647c9ad9
d3d9: Skip gracefully if A16R16G16B16 is not supported.
2008-08-04 13:12:20 +02:00
H. Verbeet
d1c835f890
d3d9: Use color_match() in test_vshader_input().
2008-07-24 11:55:27 +02:00
Gerald Pfeifer
971a1e66f4
d3d9: Fix type of loop variable in stream_test() and texop_test().
2008-07-21 15:06:35 +02:00
Stefan Dösinger
3a224fe289
d3d9: Unset the vertex shader in the compare_instructions test.
2008-07-18 11:40:26 +02:00
H. Verbeet
c876c929a2
d3d9: Correct some shader comments.
2008-07-18 11:11:53 +02:00