[PATCH 5/5] d3d9/tests: Add a volume sRGB test
Stefan Dösinger
stefan at codeweavers.com
Tue Aug 27 05:36:24 CDT 2013
---
dlls/d3d9/tests/visual.c | 120 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 120 insertions(+)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index b24b1f3..aeb6faf 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -14430,6 +14430,125 @@ static void fog_special_test(IDirect3DDevice9 *device)
IDirect3DPixelShader9_Release(ps);
}
+static void volume_srgb_test(IDirect3DDevice9 *device)
+{
+ HRESULT hr;
+ IDirect3D9 *d3d9;
+ unsigned int i, j;
+ IDirect3DVolumeTexture9 *tex1, *tex2;
+ D3DPOOL pool;
+ D3DLOCKED_BOX locked_box;
+ D3DCOLOR color;
+ static const struct
+ {
+ BOOL srgb;
+ DWORD color;
+ }
+ tests[] =
+ {
+ /* Try toggling on and off */
+ { FALSE, 0x007f7f7f },
+ { TRUE, 0x00363636 },
+ { FALSE, 0x007f7f7f },
+ };
+ static const struct
+ {
+ struct vec3 pos;
+ struct vec3 texcrd;
+ }
+ quad[] =
+ {
+ { {-1.0, -1.0, 0.0}, {0.0, 0.0, 0.0} },
+ { { 1.0, -1.0, 0.0}, {0.0, 0.0, 0.0} },
+ { {-1.0, 1.0, 0.0}, {0.0, 0.0, 0.0} },
+ { { 1.0, 1.0, 0.0}, {0.0, 0.0, 0.0} },
+ };
+
+ hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
+ ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
+
+ hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
+ D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_VOLUMETEXTURE, D3DFMT_A8R8G8B8);
+ if (hr != D3D_OK)
+ {
+ skip("D3DFMT_A8R8G8B8 volume textures with SRGBREAD not supported.\n");
+ IDirect3D9_Release(d3d9);
+ return;
+ }
+
+ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
+ ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
+
+ for (i = 0; i < 2; i++)
+ {
+ if (!i)
+ pool = D3DPOOL_SYSTEMMEM;
+ else
+ pool = D3DPOOL_MANAGED;
+
+ hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0, D3DFMT_A8R8G8B8, pool, &tex1, NULL);
+ ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
+ hr = IDirect3DVolumeTexture9_LockBox(tex1, 0, &locked_box, NULL, 0);
+ ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
+ *((DWORD *)locked_box.pBits) = 0x7f7f7f7f;
+ hr = IDirect3DVolumeTexture9_UnlockBox(tex1, 0);
+ ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
+
+ if (!i)
+ {
+ hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0,
+ D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
+ ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex1, (IDirect3DBaseTexture9 *)tex2);
+ ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
+ IDirect3DVolumeTexture9_Release(tex1);
+
+ hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex2);
+ ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+ IDirect3DVolumeTexture9_Release(tex2);
+ }
+ else
+ {
+ hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex1);
+ ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+ IDirect3DVolumeTexture9_Release(tex1);
+ }
+
+ for (j = 0; j < sizeof(tests) / sizeof(*tests); j++)
+ {
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, tests[j].srgb);
+ ok(SUCCEEDED(hr), "Failed to set srgb state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, tests[j].color, 2),
+ "Expected color 0x%08x, got 0x%08x, i = %u, j = %u.\n", tests[j].color, color, i, j);
+
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+ }
+ }
+
+ hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
+ ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to set srgb state, hr %#x.\n", hr);
+}
+
START_TEST(visual)
{
IDirect3D9 *d3d9;
@@ -14608,6 +14727,7 @@ START_TEST(visual)
multisample_get_rtdata_test(device_ptr);
zenable_test(device_ptr);
fog_special_test(device_ptr);
+ volume_srgb_test(device_ptr);
hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9);
ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
--
1.8.1.5
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