Henri Verbeet
70f4e66f84
wined3d: IWineD3DBuffer_Unmap() can't fail.
2010-10-15 16:19:54 +02:00
Henri Verbeet
95469309d6
wined3d: Consistently use Map/Unmap for mapping resources.
2010-10-14 17:54:52 +02:00
Austin Lund
47d2a00a28
d3d9/tests: Fix test failure for IDirect3D9::CreateDevice in test_set_stream_source.
2010-10-07 17:42:13 +02:00
Henri Verbeet
9b42e7f7e3
d3d9/tests: Add window proc tests for switching between fullscreen and windowed.
2010-10-06 14:42:12 +02:00
Alexandre Julliard
c1b1b6f184
d3d9/tests: Make some variables static.
2010-10-01 13:36:20 +02:00
Henri Verbeet
d911622722
d3d9/tests: Cleanup maxmip_test() a bit.
...
Having the failure message match the actual draw call in particular makes
debugging failures a lot nicer.
2010-09-21 14:16:54 +02:00
Alexandre Julliard
81b8ee863e
makefiles: Add a standard header for all makefiles to replace the common variable initializations.
2010-09-19 12:36:48 +02:00
Ričardas Barkauskas
b099eeb8c4
d3d9/tests: Test NVDB (depth bounds test) behavior.
2010-09-16 10:12:39 -05:00
Rico Schüller
e6d52c0c8b
wined3d: Add argument check for Type to Get/SetTextureStageState().
2010-09-14 13:32:00 -05:00
Henri Verbeet
fd7c1cbf05
wined3d: IWineD3DBuffer_GetDesc() should never fail.
2010-09-14 09:43:22 -05:00
Henri Verbeet
955858e97d
wined3d: IWineD3DVolume_GetDesc() should never fail.
2010-09-08 13:31:49 +02:00
Henri Verbeet
53183b4cf3
wined3d: IWineD3DSurface_GetDesc() should never fail.
2010-09-08 13:31:43 +02:00
Henri Verbeet
07b5c4becf
wined3d: Getting the current pixel shader should never fail.
2010-09-07 11:23:31 +02:00
Henri Verbeet
0c54dfe7ba
wined3d: Getting the current vertex shader should never fail.
2010-09-07 11:23:27 +02:00
Henri Verbeet
1549180daa
d3d9: Merge vertex and index buffer implementations into a single file.
2010-09-02 11:50:52 +02:00
Henri Verbeet
c35b85a78d
d3d9: Merge vertex and pixel shader implementations into a single file.
2010-09-02 11:50:28 +02:00
Henri Verbeet
2465b4cf01
d3d9: Move device functions to device.c.
2010-09-01 14:01:02 +02:00
Henri Verbeet
6c4c351791
wined3d: Don't require wined3d object parents to be COM objects.
2010-09-01 14:01:02 +02:00
Henri Verbeet
7c675b522a
wined3d: Queries don't need parents.
2010-09-01 12:40:08 +02:00
Henri Verbeet
2ef400901d
wined3d: Devices don't need parents.
2010-09-01 12:40:07 +02:00
Henri Verbeet
c568916f9e
wined3d: Implicit depth/stencil surfaces don't have a container.
...
They're owned by the device instead of the swapchain.
2010-08-31 14:23:47 +02:00
Henri Verbeet
4005eb2a18
wined3d: Get rid of WINED3DRECT.
2010-08-31 14:23:47 +02:00
Francois Gouget
45ea56ffb4
d3d9/tests: Fix compilation on systems that don't support nameless unions or structs.
2010-08-30 11:26:46 +02:00
Austin English
243771deb1
d3d8/d3d9: Fix a compiler warning on non-i386/x86_64.
2010-08-24 12:25:14 +02:00
Henri Verbeet
cc5271d1b7
wined3d: Rename WINED3DFORMAT to wined3d_format_id.
2010-08-24 12:25:01 +02:00
Henri Verbeet
0df144164b
wined3d: Pass floating point colors to IWineD3DDeviceImpl_ColorFill().
2010-08-24 12:24:43 +02:00
Henri Verbeet
bb201bb510
d3d9/tests: Read from the appropriate pixels in test_constant_clamp_vs().
2010-07-30 11:36:03 +02:00
Henri Verbeet
3ad82a82bb
wined3d: The stateblock doesn't have a parent.
2010-07-30 11:36:03 +02:00
Henri Verbeet
7b3d200ab3
d3d9/tests: Fix an ok() message in pointsize_test().
2010-07-29 17:33:35 +02:00
Henri Verbeet
da0582a624
d3d9/tests: Add a test for handling floating point specials in shaders.
2010-07-29 17:33:35 +02:00
Louis Lenders
5a05950271
d3d9/tests: Test GetAdapterDisplayModeEx with D3DDISPLAYROTATION null-pointer.
2010-07-26 18:38:33 +02:00
Stefan Dösinger
a554d1e296
d3d9: Remove the shader version varying tests.
...
My Windows 7 installation rejects mixing ps_3_0 with anything other than
vs_3_0 and vice versa, making testing how those versions pass varyings
moot. Since I have never seen an app mixing 3.0 and non-3.0 shaders I
see no reason to keep the tests.
2010-07-26 18:38:32 +02:00
Henri Verbeet
0b630e1430
d3d9/tests: Add a test for clearing render targets in an MRT.
2010-07-23 11:46:51 +02:00
Henri Verbeet
74015090ae
d3d9/tests: Introduce a vertex shader to the MRT test.
2010-07-23 11:46:41 +02:00
Alexandre Julliard
b86d515ed6
dlls: Remove explicit imports of kernel32 and ntdll.
2010-07-21 17:38:36 +02:00
Stefan Dösinger
8284f70de8
d3d9: Use a vertex shader in the vpos test.
2010-07-21 13:23:59 +02:00
Stefan Dösinger
bb3fb05c38
d3d9: Use a vertex shader in the vFace test.
2010-07-21 13:23:59 +02:00
Stefan Dösinger
ba0a5ed104
d3d9: Use a vertex shader for the nested loop test.
...
Win7 (or newer Nvidia drivers) don't allow ps_3_0 fragment processing without
vertex shaders. This is interesting on its own, but not part of this test.
2010-07-21 13:23:59 +02:00
Stefan Dösinger
e534e2e2ac
d3d9: Win7+Nvidia returns c2 in COISSUE'd CND.
2010-07-21 13:23:59 +02:00
Stefan Dösinger
24adf40ee1
d3d9: Remove the fog vs sRGB test.
2010-07-21 13:23:59 +02:00
Alexandre Julliard
cbc6ef9e91
d3d9/tests: Avoid sizeof in a trace.
2010-07-21 13:23:58 +02:00
Louis Lenders
277fdc6b33
d3d9: Add a few tests for GetAdapterDisplayModeEx.
2010-07-09 16:01:12 +02:00
Stefan Dösinger
0190b6cb90
d3d9: Use color_match in the coissue tests.
2010-07-06 19:28:27 +02:00
Stefan Dösinger
b50a008549
d3d9: Windows7 doesn't draw with Viewports bigger than the framebuffer.
...
This is my Geforce 9600 setup here, the failure doesn't occur on all
windows 7 systems. I don't think we can change wined3d's behavior as a
number of games are broken on my Windows installation because they do
not like the extra parameter validation.
2010-07-06 19:28:27 +02:00
Stefan Dösinger
cb4ba6a862
d3d9: Ignore a Windows 7 failure in the d3d9 depth clamp test.
2010-07-06 19:28:27 +02:00
Stefan Dösinger
dd6cabcc1e
d3d9: Pass count=0 when clearing the whole surface.
2010-07-05 12:59:46 +02:00
Stefan Dösinger
218b9cec6f
d3d9: Nvidia drivers don't like unused output formats.
...
Newer nvidia drivers return garbage when using a COUNTx where x is bigger
than the amount of coordinates the texture can consume. So stick to COUNT3 for
volume textures. The tests don't need COUNT4 anyway.
2010-07-05 12:59:46 +02:00
Alexandre Julliard
d0f60b05d1
d3d9/tests: Fix some test failures with the focus messages.
2010-07-02 13:45:29 +02:00
Henri Verbeet
95aaaf2f12
d3d9/tests: Add a test for offscreen point sprites.
2010-06-11 16:22:30 +02:00
Henri Verbeet
c3cda92cf4
d3d9/tests: Remove an invalid point size test.
...
This test tests point size clamping behaviour when POINTSIZE_MAX <
POINTSIZE_MIN, but that behaviour isn't consistent between D3D drivers.
2010-05-28 16:22:26 +02:00
Henri Verbeet
1c12ba44a7
d3d9/test: Introduce point_match() to simplify testing point sizes.
2010-05-28 16:22:26 +02:00
Henri Verbeet
8c92f805f6
d3d9/tests: Don't depend so much on point rasterization rules in pointsize_test().
...
We can create a separate test for point rasterization if we really care about
that, but I doubt we do.
2010-05-28 16:22:26 +02:00
Henri Verbeet
2210b9a6ac
d3d9/tests: Fix a typo.
2010-05-27 14:46:43 +02:00
Henri Verbeet
e6611e22fb
d3d9: Set the FPU control word on device creation.
2010-05-26 17:36:32 +02:00
Henri Verbeet
123bfa20f5
d3d9/tests: Add a shadow sampler test.
2010-05-17 13:20:03 +02:00
Henri Verbeet
3ab491f810
d3d9/tests: Allow D3DFMT_A2R10G10B10 as supported adapter mode.
...
This is in the list of allowed formats in the documentation, and some drivers
report this on Windows.
2010-05-04 13:14:59 +02:00
Henri Verbeet
2661e9abf7
d3d9/tests: Fix test_cube_wrap() for different texture filtering schemes.
2010-05-03 13:50:37 +02:00
Gerald Pfeifer
f2d7cbc90c
d3d9: Remove variable hr which is not really used from resource_test_cleanup.
2010-04-26 06:59:57 -05:00
Roderick Colenbrander
67f43418d0
d3d9: Add an initial ColorFill regression test.
2010-04-14 18:00:47 +02:00
Henri Verbeet
6ecdad06a3
d3d9/tests: Add some depth buffer tests.
2010-04-12 11:33:20 +02:00
Paul Vriens
cc20a0da59
d3d9/tests: Initialize a variable (Coverity).
2010-03-31 16:12:32 +02:00
Roderick Colenbrander
342c6c6de5
d3d9: Add source/destination and backbuffer tests for StretchRect.
2010-03-30 13:55:28 +02:00
Henri Verbeet
ab4bf7600a
d3d9/tests: Add some message processing to test_wndproc().
...
For some reason Windows XP allows device creation to be blocked by the lack of
message processing in wndproc_thread(). Thanks to Wylda for helping debug
this. Disabled testing the focus and foreground windows after creating the
device for the moment.
2010-03-25 10:02:11 +01:00
Paul Vriens
a0da7b6d3b
d3d9/tests: Fix timeouts on Win9x/WinMe.
2010-03-19 12:26:37 +01:00
Henri Verbeet
914c8cb8ea
ddraw: Acquire/release the focus window from the correct location.
2010-03-18 10:24:15 +01:00
Henri Verbeet
a62e5a4678
d3d9/tests: Extend the window proc / focus window tests.
2010-03-18 10:23:58 +01:00
Stefan Dösinger
48d6167c29
d3d9: Remove old debug messages from the tests.
2010-03-17 16:10:15 +01:00
Stefan Dösinger
f5b5f7176a
d3d9: Windows 7 rejects invalid rectangles.
2010-03-17 16:09:55 +01:00
Stefan Dösinger
25c6dbfc2a
d3d9: Remove the double unlock test.
2010-03-17 16:09:16 +01:00
Stefan Dösinger
d790530df3
wined3d: Make resources 16 byte aligned.
2010-03-17 13:36:39 +01:00
Stefan Dösinger
eb355ece4a
d3d9: Fix test failures on Windows 7.
2010-03-16 17:02:23 +01:00
Alexandre Julliard
bef5645eb1
makefiles: Remove the no longer needed explicit separators for dependencies.
2010-03-16 13:28:19 +01:00
Ričardas Barkauskas
1e754f5e2e
d3d9/tests: Test ATI2N pitch and locking offset behaviour.
2010-03-16 13:03:35 +01:00
Alexandre Julliard
6164ce2d82
makefiles: Use the standard C_SRCS variable as the list of test files.
...
This enables it to be auto-updated by make_makefiles.
2010-02-22 10:47:11 +01:00
Stefan Dösinger
bb035638d0
d3d: Make sure vertexbuffer lock doesn't return a NULL pointer.
2010-02-09 11:33:53 +01:00
Stefan Dösinger
8912b372ed
d3d9: Move the vertex buffer alignment test into buffer.c.
2010-02-02 14:10:11 +01:00
Stefan Dösinger
1d486a5abe
d3d9: Test buffer lock flags.
2010-02-02 14:09:57 +01:00
Henri Verbeet
69861cf873
wined3d: Get rid of the depth range hack.
2010-01-27 11:16:07 +01:00
Henri Verbeet
983f96b82f
d3d9: Add depth clamp tests.
2010-01-27 11:15:49 +01:00
Henri Verbeet
7f8ccf0342
d3d9: Add a separate function for stateblock initialization.
2010-01-20 15:32:15 +01:00
Henri Verbeet
bfb63a8634
d3d9: Add a separate function for query initialization.
2010-01-18 14:37:21 +01:00
Paul Vriens
e0405286bc
d3d9/tests: Correct the size of a memcmp.
2010-01-11 11:35:28 -06:00
Paul Vriens
e38e54e3f4
d3d9/tests: Fix size parameter for memcmp (Coccinelle).
2010-01-08 10:14:01 +01:00
Henri Verbeet
67cba48782
wined3d: The FVF parameter to IWineD3DDeviceImpl_CreateVertexBuffer() is unused now.
2009-12-30 13:31:20 +01:00
Henri Verbeet
d992e77b9c
d3d9/tests: Add message tests for windowed devices.
2009-12-29 11:05:52 +01:00
Stefan Dösinger
d6b9732497
wined3d: Remove the d3d7 do-not-convert code.
2009-12-29 11:03:36 +01:00
Henri Verbeet
a96aa28d98
d3d9/tests: Add some tests for focus behaviour.
2009-12-23 14:27:29 +01:00
Henri Verbeet
f262cf7603
d3d9/tests: A volume really isn't a resource, despite having all the methods.
2009-12-22 13:48:25 +01:00
Henri Verbeet
76804fa711
d3d9: Add a separate function for swapchain initialization.
2009-12-21 15:01:25 +01:00
Henri Verbeet
79a2045395
wined3d: NULL vertex declarations are captured, but not applied.
2009-12-21 15:01:22 +01:00
Henri Verbeet
bd46ccc38e
d3d9: Add a test to show D3D replaces the window proc.
2009-12-15 11:44:09 +01:00
Henri Verbeet
c2cf193563
d3d9: Forward the volume's GetDevice() to the texture instead of the wined3d volume.
2009-12-09 13:50:56 +01:00
Alexandre Julliard
506a62776c
d3d9/tests: Fix some pointer cast warnings on 64-bit.
2009-12-09 12:04:27 +01:00
Henri Verbeet
89c96ca31e
d3d9: Fix GetDevice() for surfaces that are part of a texture.
...
If the surface is part of a texture it doesn't keep its own reference to the
device, but instead relies on the reference the texture has. This fixes a
regression introduced by ff92e6eb6a
.
2009-12-07 14:34:08 +01:00
Henri Verbeet
ff92e6eb6a
d3d9: Simplify GetDevice().
2009-12-04 14:34:59 +01:00
Huw Davies
14b343fcd0
d3d9/tests: Destroy the window after we release the device.
...
Although either order is supposed to work, the former crashes with Wine.
2009-12-03 15:26:52 +01:00
Henri Verbeet
b644d11333
d3d9/tests: Add a small test for IDirect3D9Ex::GetAdapterLUID().
2009-12-02 13:06:08 +01:00
Henri Verbeet
ed73f0a1b0
d3d9: Implement IDirect3D9Ex::GetAdapterLUID().
2009-12-02 13:06:08 +01:00
Henri Verbeet
bdad5ace2a
d3d9/tests: Trace the viewport in clear_test().
...
There are some failures in this test on Win7 that appear to be related to the
initial viewport. Perhaps this trace will help narrow it down.
2009-12-01 13:16:22 +01:00
Henri Verbeet
55f3c576d9
wined3d: Remove the effetively unused "state" field from the device.
2009-11-18 11:16:54 +01:00
Henri Verbeet
434a23d90d
d3d9: Move D3D9CB_DestroySwapChain() to device.c.
2009-11-18 11:16:35 +01:00
Henri Verbeet
b9243b721a
d3d9: Add a separate function for device initialization.
2009-11-18 11:16:31 +01:00
Stefan Dösinger
7f961c0796
d3d9: Abort the x8l8v8u8 test if the format is not supported.
2009-11-12 15:18:09 +01:00
Henri Verbeet
5f8e6cb5e0
d3d9/tests: Don't require dynamic usage for textures in the stateblock tests.
2009-11-12 13:13:37 +01:00
Louis Lenders
cdb2ccd2d8
d3d9: Quiet a few noisy fixme's.
2009-11-09 20:00:29 +01:00
Stefan Dösinger
b49a9cbfd2
d3d9: Run the visual tests in a window.
2009-11-09 19:59:33 +01:00
Stefan Dösinger
69612bb241
d3d9: Make the visual test read the backbuffer.
2009-11-09 19:59:29 +01:00
Stefan Dösinger
63326b1925
wined3d: Add a usage flag for vertex buffer optimization.
2009-11-03 21:21:48 +01:00
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
David Adam
758777d1e2
d3d9: Fix a copy/paste error in test.
2009-04-27 13:23:19 +02:00
David Adam
33eb939390
wined3d: SetDepthStencilSurface is always called when AutoDepthStencil is enabled.
2009-04-24 11:51:27 +02:00
Henri Verbeet
6f33b97c94
wined3d: Get rid of the shared_handle parameter.
...
I don't expect us to support this in the near future, and right now it's just
dead code.
2009-04-23 14:22:06 +02:00
David Adam
d993f85167
d3d9: Add tests for IDirect3D9Device_Reset.
2009-04-22 12:55:48 +02:00
Stefan Dösinger
cb1c9dcda9
d3d: Remove the format from index buffers.
2009-04-09 16:28:25 +02:00
Stefan Dösinger
f0efa97413
wined3d: Remove the buffer fvf.
2009-04-09 16:28:10 +02:00
Stefan Dösinger
77e6dcca02
d3d9: Store the FVF in the d3d9 vertex buffer.
2009-04-09 16:27:52 +02:00
Stefan Dösinger
513a493f00
wined3d: Merge IWineD3DIndexBuffer and IWineD3DBuffer.
2009-04-08 11:37:29 +02:00
Stefan Dösinger
3ed94329a3
wined3d: Use Map and Unmap for index buffers.
...
Just a change in name to prepare for the next patch
2009-04-08 11:36:18 +02:00
Stefan Dösinger
dc80a3ede5
d3d: Unify WINED3DVERTEXBUFFER_DESC and WINED3DINDEXBUFFER_DESC.
2009-04-08 11:36:02 +02:00
Stefan Dösinger
bc07ad0579
d3d8, d3d9: Don't rely on the wined3d buffer type.
2009-04-08 11:35:29 +02:00
Henri Verbeet
4434d00f84
wined3d: Unify vertex and texture formats.
...
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave
that for a different patch to fix though.
2009-03-27 15:51:25 +01:00
Henri Verbeet
6f206c75ec
wined3d: Don't create an END element for wined3d vertex declarations.
...
Wined3d doesn't need it since it already has the element count.
2009-03-27 15:51:25 +01:00
Henri Verbeet
8a0fc70584
d3d9: Don't depend on specific display modes in test_reset().
2009-03-26 14:47:42 +01:00
Henri Verbeet
49c22d6100
d3d9: Properly initialize the viewport dimensions.
2009-03-26 14:47:34 +01:00
Henri Verbeet
db9bd91893
d3d9: Fix some indentation.
2009-03-26 14:47:28 +01:00
Henri Verbeet
fd3d769a12
d3d9: Fix locking.
...
It appears there are some calls to wined3d missing critical sections.
2009-03-23 14:08:03 +01:00
Henri Verbeet
435b528e83
d3d9: Get rid of resource.c.
2009-03-23 14:08:02 +01:00
Henri Verbeet
82dd5bc2a1
d3d9: Get rid of basetexture.c.
2009-03-23 14:08:02 +01:00
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
Michael Stefaniuc
a242d601cc
d3d9/tests: Limit the back buffer to 800x600 in the scissor size test.
2009-03-12 13:09:54 +01:00
Henri Verbeet
39ae94d0b3
d3d9: Present parameters are an array when D3DCREATE_ADAPTERGROUP_DEVICE is specified.
2009-03-11 13:03:33 +01:00
Henri Verbeet
1b9a6fb4e9
d3d9: Fix some sign compare warnings.
2009-03-09 14:44:09 +01:00
Henri Verbeet
09f21f3fd8
d3d9: Improve IDirect3DDevice9::SetFVF() code flow.
2009-03-06 15:38:19 +01:00
Henri Verbeet
aa3027a604
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
...
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar,
except for the conversion code (which will be unused there).
2009-03-06 15:35:58 +01:00
Henri Verbeet
702eeb6b0c
wined3d: Add separate methods for setting the primitive type.
2009-03-05 16:16:25 +01:00
Henri Verbeet
602bb1f551
wined3d: Pass the vertex count rather than the primitive count to wined3d draw methods.
2009-03-05 16:16:24 +01:00
Jörg Höhle
7a4ed15884
d3d9/tests: Fix typos in text.
2009-03-04 15:45:43 +01:00
Francois Gouget
3be6654259
d3d9/tests: Use win_skip() to skip over unimplemented functionality.
2009-02-25 12:49:30 +01:00
Stefan Dösinger
4aa0591c96
d3d9: Add an alpha blending test.
2009-02-24 16:57:30 +01:00
Henri Verbeet
0048a0373b
d3d10core: Keep a reference to the wined3d device in the d3d10 device.
2009-02-23 12:20:29 +01:00
Henri Verbeet
8cefc47d81
wined3d: Add DXGI formats to WINED3DFORMAT.
2009-02-20 11:10:37 +01:00
Henri Verbeet
61a9efc4b9
d3d9: Explicitly convert between D3DFORMAT and WINED3DFORMAT values.
2009-02-20 11:10:14 +01:00
Henri Verbeet
445255983d
d3d9: Also copy the AutoDepthStencilFormat field in GetPresentParameters().
2009-02-19 12:53:50 +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
Michael Stefaniuc
bca813a5a6
d3d9: Remove superfluous pointer casts.
2009-01-29 14:06:18 +01:00
Marcus Meissner
7111ca5506
d3d9: Remove useless NULL check in stateblock test (Coverity).
2009-01-28 12:30:48 +01:00
Alasdair Sinclair
f95b0209ab
d3d9/tests: Fix missing void in empty parameter list.
2009-01-28 12:10:47 +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