Stefan Dösinger : d3d9: Use a vertex shader in the vpos test.

Alexandre Julliard julliard at winehq.org
Wed Jul 21 10:54:55 CDT 2010


Module: wine
Branch: master
Commit: 8284f70de8ed86935cc4a75d0a4601d88183f54d
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=8284f70de8ed86935cc4a75d0a4601d88183f54d

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Sat Jul  3 19:14:54 2010 +0200

d3d9: Use a vertex shader in the vpos test.

---

 dlls/d3d9/tests/visual.c |   15 +++++++++++++++
 1 files changed, 15 insertions(+), 0 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index ebb11c6..6ecd624 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -8580,6 +8580,14 @@ static void vpos_register_test(IDirect3DDevice9 *device)
     0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                */
     0x0000ffff                                                              /* end                        */
     };
+    const DWORD vshader_code[] = {
+        0xfffe0300,                                                             /* vs_3_0               */
+        0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0      */
+        0x0200001f, 0x80000000, 0xe00f0000,                                     /* dcl_position o0      */
+        0x02000001, 0xe00f0000, 0x90e40000,                                     /* mov o0, v0           */
+        0x0000ffff                                                              /* end                  */
+    };
+    IDirect3DVertexShader9 *vshader;
     IDirect3DPixelShader9 *shader, *shader_frac;
     IDirect3DSurface9 *surface = NULL, *backbuffer;
     const float quad[] = {
@@ -8594,12 +8602,16 @@ static void vpos_register_test(IDirect3DDevice9 *device)
 
     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
+    hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
+    ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
     hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac);
     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
     hr = IDirect3DDevice9_SetPixelShader(device, shader);
     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
+    hr = IDirect3DDevice9_SetVertexShader(device, vshader);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
     hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
@@ -8692,8 +8704,11 @@ static void vpos_register_test(IDirect3DDevice9 *device)
 
     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
+    hr = IDirect3DDevice9_SetVertexShader(device, NULL);
+    ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
     IDirect3DPixelShader9_Release(shader);
     IDirect3DPixelShader9_Release(shader_frac);
+    IDirect3DVertexShader9_Release(vshader);
     if(surface) IDirect3DSurface9_Release(surface);
     IDirect3DSurface9_Release(backbuffer);
 }




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