[6/6] d3d9: Add a mova rounding test
H. Verbeet
hverbeet at gmail.com
Tue Feb 27 13:52:03 CST 2007
It should be noted that native d3d rounds to nearest even while Wine
doesn't. Applications are not supposed to depend on that though.
Changelog:
- Add a mova rounding test
-------------- next part --------------
---
dlls/d3d9/tests/visual.c | 110 ++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 109 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index b586c22..2c34207 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -1,5 +1,5 @@
/*
- * Copyright (C) 2005 Henri Verbeet
+ * Copyright 2005, 2007 Henri Verbeet
* Copyright (C) 2007 Stefan D?singer(for CodeWeavers)
*
* This library is free software; you can redistribute it and/or
@@ -314,9 +314,105 @@ static void clear_test(IDirect3DDevice9 *device)
ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
}
+typedef struct {
+ float in[4];
+ DWORD out;
+} test_data_t;
+
+/*
+ * c7 rounded ARGB
+ * -2.4 -2 0x00ffff00
+ * -1.6 -2 0x00ffff00
+ * -0.4 0 0x0000ffff
+ * 0.4 0 0x0000ffff
+ * 1.6 2 0x00ff00ff
+ * 2.4 2 0x00ff00ff
+ */
+static void test_mova(IDirect3DDevice9 *device)
+{
+ static const DWORD mova_test[] = {
+ 0xfffe0200, /* vs_2_0 */
+ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
+ 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
+ 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
+ 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
+ 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
+ 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
+ 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
+ 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
+ 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */
+ 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */
+ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x0000ffff /* END */
+ };
+
+ static const test_data_t test_data[] = {
+ {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
+ {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
+ {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
+ {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
+ {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
+ {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
+ };
+
+ static const float quad[][3] = {
+ {-1.0f, -1.0f, 0.0f},
+ {-1.0f, 1.0f, 0.0f},
+ { 1.0f, -1.0f, 0.0f},
+ { 1.0f, 1.0f, 0.0f},
+ };
+
+ static const D3DVERTEXELEMENT9 decl_elements[] = {
+ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ D3DDECL_END()
+ };
+
+ IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
+ IDirect3DVertexShader9 *mova_shader = NULL;
+ HRESULT hr;
+ int i;
+
+ hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
+ ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
+ ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
+ ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
+ hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
+ ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
+
+ for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
+ {
+ DWORD color;
+
+ hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
+ ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
+
+ color = getPixelColor(device, 320, 240);
+ ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
+ }
+}
+
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
+ D3DCAPS9 caps;
HRESULT hr;
DWORD color;
@@ -330,6 +426,8 @@ START_TEST(visual)
device_ptr = init_d3d9();
if (!device_ptr) return;
+ IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
+
/* Check for the reliability of the returned data */
hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
if(FAILED(hr))
@@ -365,6 +463,16 @@ START_TEST(visual)
lighting_test(device_ptr);
clear_test(device_ptr);
+ if (caps.VertexShaderVersion & 0xffff)
+ {
+ if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
+ {
+ test_mova(device_ptr);
+ }
+ else skip("No vs_2_0 support\n");
+ }
+ else skip("No vertex shader support\n");
+
cleanup:
if(device_ptr) IDirect3DDevice9_Release(device_ptr);
}
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