[PATCH 3/5] d3d8/tests: Add a test for 2D D3DFMT_V16U16 textures.
Matteo Bruni
mbruni at codeweavers.com
Fri Feb 20 06:06:04 CST 2015
---
dlls/d3d8/tests/visual.c | 149 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 149 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 85b3fad..8028070 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -4727,6 +4727,154 @@ done:
DestroyWindow(window);
}
+static void v16u16_test(void)
+{
+ IDirect3DTexture8 *texture;
+ IDirect3DDevice8 *device;
+ D3DLOCKED_RECT rect;
+ IDirect3D8 *d3d;
+ unsigned int i;
+ D3DCOLOR color;
+ ULONG refcount;
+ D3DCAPS8 caps;
+ DWORD shader;
+ SHORT *texel;
+ HWND window;
+ HRESULT hr;
+
+ static const struct
+ {
+ struct vec3 position;
+ struct vec2 texcrd;
+ }
+ quads[] =
+ {
+ {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
+ {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
+ {{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
+ {{ 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
+ };
+ static const DWORD shader_code[] =
+ {
+ 0xffff0101, /* ps_1_1 */
+ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */
+ 0x3f000000, 0x3f000000, /* 0.5, 0.5 */
+ 0x00000042, 0xb00f0000, /* tex t0 */
+ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */
+ 0x0000ffff /* end */
+ };
+
+ window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d = Direct3DCreate8(D3D_SDK_VERSION);
+ ok(!!d3d, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ goto done;
+ }
+
+ if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+ D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V16U16)))
+ {
+ skip("V16U16 textures are not supported, skipping test.\n");
+ IDirect3DDevice8_Release(device);
+ goto done;
+ }
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
+ if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
+ {
+ skip("No pixel shader 1.1 support, skipping test.\n");
+ IDirect3DDevice8_Release(device);
+ goto done;
+ }
+
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
+ ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetPixelShader(device, shader);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
+ ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr);
+
+ for (i = 0; i < 2; ++i)
+ {
+ D3DPOOL pool;
+
+ if (i)
+ pool = D3DPOOL_SYSTEMMEM;
+ else
+ pool = D3DPOOL_MANAGED;
+
+ hr = IDirect3DDevice8_CreateTexture(device, 1, 2, 1, 0, D3DFMT_V16U16,
+ pool, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = IDirect3DTexture8_LockRect(texture, 0, &rect, NULL, 0);
+ ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
+
+ texel = (SHORT *)((BYTE *)rect.pBits + 0 * rect.Pitch);
+ texel[0] = 32767;
+ texel[1] = 32767;
+ texel = (SHORT *)((BYTE *)rect.pBits + 1 * rect.Pitch);
+ texel[0] = -32768;
+ texel[1] = 0;
+
+ hr = IDirect3DTexture8_UnlockRect(texture, 0);
+ ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
+
+ if (i)
+ {
+ IDirect3DTexture8 *texture2;
+
+ hr = IDirect3DDevice8_CreateTexture(device, 1, 2, 1, 0, D3DFMT_V16U16,
+ D3DPOOL_DEFAULT, &texture2);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture,
+ (IDirect3DBaseTexture8 *)texture2);
+ ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
+
+ IDirect3DTexture8_Release(texture);
+ texture = texture2;
+ }
+
+ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
+ ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ color = getPixelColor(device, 320, 160);
+ ok (color_match(color, 0x000080ff, 2),
+ "Expected color 0x000080ff, got %#x, V16U16 input -32768, 0.\n", color);
+ color = getPixelColor(device, 320, 400);
+ ok (color_match(color, 0x00ffffff, 2),
+ "Expected color 0x00ffffff, got %#x, V16U16 input 32767, 32767.\n", color);
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+ IDirect3DTexture8_Release(texture);
+ }
+
+ hr = IDirect3DDevice8_DeletePixelShader(device, shader);
+ ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr);
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+}
+
static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags)
{
D3DSURFACE_DESC desc;
@@ -5729,6 +5877,7 @@ START_TEST(visual)
fog_special_test();
volume_dxt5_test();
volume_v16u16_test();
+ v16u16_test();
add_dirty_rect_test();
test_3dc_formats();
test_fog_interpolation();
--
2.0.5
More information about the wine-patches
mailing list