Jason Green : d3d9: Add a visual test for the DP2ADD shader instruction.
Alexandre Julliard
julliard at winehq.org
Tue Apr 1 06:51:39 CDT 2008
Module: wine
Branch: master
Commit: 9625d76b5e584d98a82fc10f50f2191922417d27
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9625d76b5e584d98a82fc10f50f2191922417d27
Author: Jason Green <jave27 at gmail.com>
Date: Tue Apr 1 01:03:11 2008 -0400
d3d9: Add a visual test for the DP2ADD shader instruction.
---
dlls/d3d9/tests/visual.c | 146 ++++++++++++++++++++++++++++++++++++++++++----
1 files changed, 135 insertions(+), 11 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index a129621..ea9e5e8 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -3897,6 +3897,125 @@ static void constant_clamp_ps_test(IDirect3DDevice9 *device)
IDirect3DPixelShader9_Release(shader_11);
}
+static void dp2add_ps_test(IDirect3DDevice9 *device)
+{
+ IDirect3DPixelShader9 *shader_dp2add = NULL;
+ IDirect3DPixelShader9 *shader_dp2add_sat = NULL;
+ HRESULT hr;
+ DWORD color;
+
+ /* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2.
+ * One D3D restriction of all shader instructions except SINCOS is that no more than 2
+ * source tokens can be constants. So, for this excercise, we move contents of c0 to
+ * r0 first.
+ * The result here for the r,g,b components should be rougly 0.5:
+ * (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */
+ static const DWORD shader_code_dp2add[] = {
+ 0xffff0200, /* ps_2_0 */
+ 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0 */
+
+ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
+ 0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add r0.rgb, r0, r0, r0.a */
+
+ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */
+ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
+ 0x0000ffff /* end */
+ };
+
+ /* Test the _sat modifier, too. Result here should be:
+ * DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5
+ * _SAT: ==> 1.0
+ * ADD: (1.0 + -0.5) = 0.5
+ */
+ static const DWORD shader_code_dp2add_sat[] = {
+ 0xffff0200, /* ps_2_0 */
+ 0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0 */
+
+ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
+ 0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add_sat r0.rgb, r0, r0, r0.a */
+ 0x03000002, 0x80070000, 0x80e40000, 0xa0000000, /* add r0.rgb, r0, c0.r */
+
+ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */
+ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
+ 0x0000ffff /* end */
+ };
+
+ const float quad[] = {
+ -1.0, -1.0, 0.1,
+ 1.0, -1.0, 0.1,
+ -1.0, 1.0, 0.1,
+ 1.0, 1.0, 0.1
+ };
+
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
+ ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
+
+ hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add);
+ ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
+
+ hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat);
+ ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
+
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
+ ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
+
+ if (shader_dp2add) {
+
+ hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
+ ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
+ if(SUCCEEDED(hr))
+ {
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
+ ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
+ }
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
+
+ color = getPixelColor(device, 360, 240);
+ ok(color == 0x007f7f7f || color == 0x00808080, "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
+
+ IDirect3DPixelShader9_Release(shader_dp2add);
+ } else {
+ skip("dp2add shader creation failed\n");
+ }
+
+ if (shader_dp2add_sat) {
+
+ hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
+ ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
+ if(SUCCEEDED(hr))
+ {
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
+ ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
+ }
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
+
+ color = getPixelColor(device, 360, 240);
+ ok(color == 0x007f7f7f || color == 0x00808080, "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
+
+ IDirect3DPixelShader9_Release(shader_dp2add_sat);
+ } else {
+ skip("dp2add shader creation failed\n");
+ }
+
+ hr = IDirect3DDevice9_SetPixelShader(device, NULL);
+ ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
+}
+
static void cnd_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
@@ -8005,20 +8124,25 @@ START_TEST(visual)
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
constant_clamp_ps_test(device_ptr);
cnd_test(device_ptr);
- if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) {
- nested_loop_test(device_ptr);
- fixed_function_varying_test(device_ptr);
- vFace_register_test(device_ptr);
- vpos_register_test(device_ptr);
- multiple_rendertargets_test(device_ptr);
- if(caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
- vshader_version_varying_test(device_ptr);
- pshader_version_varying_test(device_ptr);
+ if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) {
+ dp2add_ps_test(device_ptr);
+ if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) {
+ nested_loop_test(device_ptr);
+ fixed_function_varying_test(device_ptr);
+ vFace_register_test(device_ptr);
+ vpos_register_test(device_ptr);
+ multiple_rendertargets_test(device_ptr);
+ if(caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
+ vshader_version_varying_test(device_ptr);
+ pshader_version_varying_test(device_ptr);
+ } else {
+ skip("No vs_3_0 support\n");
+ }
} else {
- skip("No vs_3_0 support\n");
+ skip("No ps_3_0 support\n");
}
} else {
- skip("No ps_3_0 support\n");
+ skip("No ps_2_0 support\n");
}
}
}
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