Stefan Dösinger
9261bbb1a6
d3d9/tests: Test presentation parameter combinations.
2015-08-27 21:43:47 +09:00
Stefan Dösinger
c4e4647ca5
d3d9: Validate swap effect and backbuffer count.
2015-08-27 21:43:46 +09:00
Stefan Dösinger
961f4c0a25
d3d9/tests: Mark testbot depth bias results broken.
2015-08-06 21:04:30 +09:00
Henri Verbeet
0c8e78f80d
d3d9: Don't assert on invalid IDirect3DBaseTexture9 interfaces.
2015-08-04 12:21:58 +02:00
Stefan Dösinger
571462c633
d3d9/tests: Add a depth bias test.
2015-07-30 23:51:22 +02:00
Matteo Bruni
68e2503965
d3d9/tests: Don't call SetVertexShaderConstantF if vertex shaders aren't supported.
...
Also slightly change attenuation factors to try to stay away from the
(possible) implementation max size of 64.
2015-07-29 20:56:37 +02:00
Matteo Bruni
149b1549be
d3d9/tests: Fix caps check in texdepth_test().
2015-07-29 20:56:35 +02:00
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