[PATCH 1/5] d3d8/tests: Add a test for signed formats
Stefan Dösinger
stefan at codeweavers.com
Wed Mar 11 04:33:42 CDT 2015
---
dlls/d3d8/tests/visual.c | 291 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 291 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index a0f5971..ffbfe3c 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -5680,6 +5680,296 @@ done:
DestroyWindow(window);
}
+static void test_signed_formats(void)
+{
+ IDirect3DDevice8 *device;
+ HWND window;
+ HRESULT hr;
+ unsigned int i, j, x, y;
+ IDirect3DTexture8 *texture, *texture_sysmem;
+ D3DLOCKED_RECT locked_rect;
+ DWORD shader, shader_alpha;
+ IDirect3D8 *d3d;
+ D3DCOLOR color;
+ D3DCAPS8 caps;
+ ULONG refcount;
+
+ /* See comments in the d3d9 version of this test for an
+ * explanation of these values. */
+ static const USHORT content_v8u8[4][4] =
+ {
+ {0x0000, 0x7f7f, 0x8880, 0x0000},
+ {0x0080, 0x8000, 0x7f00, 0x007f},
+ {0x193b, 0xe8c8, 0x0808, 0xf8f8},
+ {0x4444, 0xc0c0, 0xa066, 0x22e0},
+ };
+ static const DWORD content_v16u16[4][4] =
+ {
+ {0x00000000, 0x7fff7fff, 0x88008000, 0x00000000},
+ {0x00008000, 0x80000000, 0x7fff0000, 0x00007fff},
+ {0x19993bbb, 0xe800c800, 0x08880888, 0xf800f800},
+ {0x44444444, 0xc000c000, 0xa0006666, 0x2222e000},
+ };
+ static const DWORD content_q8w8v8u8[4][4] =
+ {
+ {0x00000000, 0xff7f7f7f, 0x7f008880, 0x817f0000},
+ {0x10000080, 0x20008000, 0x30007f00, 0x4000007f},
+ {0x5020193b, 0x6028e8c8, 0x70020808, 0x807ff8f8},
+ {0x90414444, 0xa000c0c0, 0x8261a066, 0x834922e0},
+ };
+ static const DWORD content_x8l8v8u8[4][4] =
+ {
+ {0x00000000, 0x00ff7f7f, 0x00008880, 0x00ff0000},
+ {0x00000080, 0x00008000, 0x00007f00, 0x0000007f},
+ {0x0041193b, 0x0051e8c8, 0x00040808, 0x00fff8f8},
+ {0x00824444, 0x0000c0c0, 0x00c2a066, 0x009222e0},
+ };
+ static const USHORT content_l6v5u5[4][4] =
+ {
+ {0x0000, 0xfdef, 0x0230, 0xfc00},
+ {0x0010, 0x0200, 0x01e0, 0x000f},
+ {0x4067, 0x53b9, 0x0421, 0xffff},
+ {0x8108, 0x0318, 0xc28c, 0x909c},
+ };
+ static const struct
+ {
+ D3DFORMAT format;
+ const char *name;
+ const void *content;
+ SIZE_T pixel_size;
+ BOOL blue, alpha;
+ unsigned int slop, slop_broken, alpha_broken;
+ }
+ formats[] =
+ {
+ {D3DFMT_V8U8, "D3DFMT_V8U8", content_v8u8, sizeof(WORD), FALSE, FALSE, 1, 0, FALSE},
+ {D3DFMT_V16U16, "D3DFMT_V16U16", content_v16u16, sizeof(DWORD), FALSE, FALSE, 1, 0, FALSE},
+ {D3DFMT_Q8W8V8U8, "D3DFMT_Q8W8V8U8", content_q8w8v8u8, sizeof(DWORD), TRUE, TRUE, 1, 0, TRUE },
+ {D3DFMT_X8L8V8U8, "D3DFMT_X8L8V8U8", content_x8l8v8u8, sizeof(DWORD), TRUE, FALSE, 1, 0, FALSE},
+ {D3DFMT_L6V5U5, "D3DFMT_L6V5U5", content_l6v5u5, sizeof(WORD), TRUE, FALSE, 4, 7, FALSE},
+ };
+ static const struct
+ {
+ D3DPOOL pool;
+ UINT width;
+ }
+ tests[] =
+ {
+ {D3DPOOL_SYSTEMMEM, 4},
+ {D3DPOOL_SYSTEMMEM, 1},
+ {D3DPOOL_MANAGED, 4},
+ {D3DPOOL_MANAGED, 1},
+ };
+ static const DWORD shader_code[] =
+ {
+ 0xffff0101, /* ps_1_1 */
+ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0,5, 0,5 */
+ 0x00000042, 0xb00f0000, /* tex t0 */
+ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */
+ 0x0000ffff /* end */
+ };
+ static const DWORD shader_code_alpha[] =
+ {
+ /* The idea of this shader is to replicate the alpha value in .rg, and set
+ * blue to 1.0 iff the alpha value is < -1.0 and 0.0 otherwise. */
+ 0xffff0101, /* ps_1_1 */
+ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */
+ 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
+ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
+ 0x00000042, 0xb00f0000, /* tex t0 */
+ 0x00000004, 0x80070000, 0xb0ff0000, 0xa0e40000, 0xa0e40000, /* mad r0.rgb, t0.a, c0, c0 */
+ 0x00000003, 0x80080000, 0xb1ff0000, 0xa0e40000, /* sub r0.a, -t0.a, c0 */
+ 0x00000050, 0x80080000, 0x80ff0000, 0xa0ff0001, 0xa0ff0002, /* cnd r0.a, r0.a, c1.a, c2.a */
+ 0x00000005, 0x80070001, 0xa0e40001, 0x80e40000, /* mul r1.rgb, c1, r0 */
+ 0x00000004, 0x80070000, 0x80ff0000, 0xa0e40002, 0x80e40001, /* mad r0.rgb, r0.a, c2, r1 */
+ 0x0000ffff /* end */
+ };
+ static const struct
+ {
+ struct vec3 position;
+ struct vec2 texcrd;
+ }
+ quad[] =
+ {
+ /* Flip the y coordinate to make the input and
+ * output arrays easier to compare. */
+ {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 1.0f}},
+ {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 0.0f}},
+ {{ 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f}},
+ {{ 1.0f, 1.0f, 0.0f}, { 1.0f, 0.0f}},
+ };
+ static const D3DCOLOR expected_alpha[4][4] =
+ {
+ {0x00808000, 0x007f7f00, 0x00ffff00, 0x00000000},
+ {0x00909000, 0x00a0a000, 0x00b0b000, 0x00c0c000},
+ {0x00d0d000, 0x00e0e000, 0x00f0f000, 0x00000000},
+ {0x00101000, 0x00202000, 0x00010100, 0x00020200},
+ };
+ static const BOOL alpha_broken[4][4] =
+ {
+ {FALSE, FALSE, FALSE, FALSE},
+ {FALSE, FALSE, FALSE, FALSE},
+ {FALSE, FALSE, FALSE, TRUE },
+ {FALSE, FALSE, FALSE, FALSE},
+ };
+ static const D3DCOLOR expected_colors[4][4] =
+ {
+ {0x00808080, 0x00fefeff, 0x00010780, 0x008080ff},
+ {0x00018080, 0x00800180, 0x0080fe80, 0x00fe8080},
+ {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff},
+ {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8},
+ };
+ D3DCOLOR expected_color;
+
+ 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");
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+
+ if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
+ {
+ skip("Pixel shaders not supported, skipping converted format test.\n");
+ goto done;
+ }
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ 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_CreatePixelShader(device, shader_code_alpha, &shader_alpha);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ for (i = 0; i < sizeof(formats) / sizeof(*formats); i++)
+ {
+ hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+ D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format);
+ if (FAILED(hr))
+ {
+ skip("Format %s not supported, skipping.\n", formats[i].name);
+ continue;
+ }
+
+ for (j = 0; j < sizeof(tests) / sizeof(*tests); j++)
+ {
+ texture_sysmem = NULL;
+ hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0,
+ formats[i].format, tests[j].pool, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
+ ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
+ for (y = 0; y < 4; y++)
+ {
+ memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch,
+ (char *)formats[i].content + y * 4 * formats[i].pixel_size,
+ tests[j].width * formats[i].pixel_size);
+ }
+ hr = IDirect3DTexture8_UnlockRect(texture, 0);
+ ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
+
+ if (tests[j].pool == D3DPOOL_SYSTEMMEM)
+ {
+ texture_sysmem = texture;
+ hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0,
+ formats[i].format, D3DPOOL_DEFAULT, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture_sysmem,
+ (IDirect3DBaseTexture8 *)texture);
+ ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
+ IDirect3DTexture8_Release(texture_sysmem);
+ }
+
+ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
+ ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetPixelShader(device, shader_alpha);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 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, &quad[0], sizeof(*quad));
+ 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);
+
+ for (y = 0; y < 4; y++)
+ {
+ for (x = 0; x < tests[j].width; x++)
+ {
+ BOOL r200_broken = formats[i].alpha_broken && alpha_broken[y][x];
+ if (formats[i].alpha)
+ expected_color = expected_alpha[y][x];
+ else
+ expected_color = 0x00ffff00;
+
+ color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y);
+ ok(color_match(color, expected_color, 1) || broken(r200_broken),
+ "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n",
+ expected_color, color, formats[i].name, x, y);
+ }
+ }
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetPixelShader(device, shader);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 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, &quad[0], sizeof(*quad));
+ 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);
+
+ for (y = 0; y < 4; y++)
+ {
+ for (x = 0; x < tests[j].width; x++)
+ {
+ expected_color = expected_colors[y][x];
+ if (!formats[i].blue)
+ expected_color |= 0x000000ff;
+
+ color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y);
+ ok(color_match(color, expected_color, formats[i].slop)
+ || broken(color_match(color, expected_color, formats[i].slop_broken)),
+ "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n",
+ expected_color, color, formats[i].name, x, y);
+ }
+ }
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+ IDirect3DTexture8_Release(texture);
+ }
+ }
+
+ IDirect3DDevice8_DeletePixelShader(device, shader);
+ IDirect3DDevice8_DeletePixelShader(device, shader_alpha);
+
+done:
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+}
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@@ -5733,4 +6023,5 @@ START_TEST(visual)
test_fog_interpolation();
test_negative_fixedfunction_fog();
test_table_fog_zw();
+ test_signed_formats();
}
--
2.3.0
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