[PATCH 5/5] d3d9/tests: Improve the shade mode test.
Matteo Bruni
mbruni at codeweavers.com
Sun Nov 8 13:25:12 CST 2015
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/d3d9/tests/visual.c | 275 ++++++++++++++++++++++++++++++++---------------
1 file changed, 191 insertions(+), 84 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 55140c6..b5f64b2 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -8095,44 +8095,122 @@ done:
DestroyWindow(window);
}
-static void shademode_test(void)
+static void test_shademode(void)
{
- /* Render a quad and try all of the different fixed function shading models. */
- DWORD color0_gouraud = 0, color1_gouraud = 0;
- DWORD primtype = D3DPT_TRIANGLESTRIP;
IDirect3DVertexBuffer9 *vb_strip;
IDirect3DVertexBuffer9 *vb_list;
- DWORD shademode = D3DSHADE_FLAT;
+ IDirect3DVertexShader9 *vs;
+ IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
DWORD color0, color1;
void *data = NULL;
IDirect3D9 *d3d;
ULONG refcount;
+ D3DCAPS9 caps;
HWND window;
HRESULT hr;
- UINT i, j;
-
+ UINT i;
+ static const DWORD vs1_code[] =
+ {
+ 0xfffe0101, /* vs_1_1 */
+ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
+ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
+ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
+ 0x0000ffff
+ };
+ static const DWORD vs2_code[] =
+ {
+ 0xfffe0200, /* vs_2_0 */
+ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
+ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
+ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
+ 0x0000ffff
+ };
+ static const DWORD ps1_code[] =
+ {
+ 0xffff0101, /* ps_1_1 */
+ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
+ 0x0000ffff
+ };
+ static const DWORD ps2_code[] =
+ {
+ 0xffff0200, /* ps_2_0 */
+ 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */
+ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
+ 0x0000ffff
+ };
+ static const DWORD ps3_code[] =
+ {
+ 0xffff0300, /* ps_3_0 */
+ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
+ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
+ 0x0000ffff
+ };
static const struct
{
struct vec3 position;
DWORD diffuse;
+ DWORD specular;
}
quad_strip[] =
{
- {{-1.0f, -1.0f, 0.0f}, 0xffff0000},
- {{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
- {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
- {{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
+ {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0x00ff0000},
+ {{-1.0f, 1.0f, 0.0f}, 0xff00ff00, 0x0000ff00},
+ {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff, 0xff0000ff},
+ {{ 1.0f, 1.0f, 0.0f}, 0xffffffff, 0xffffffff},
},
quad_list[] =
{
- {{-1.0f, -1.0f, 0.0f}, 0xffff0000},
- {{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
- {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
+ {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0x00ff0000},
+ {{-1.0f, 1.0f, 0.0f}, 0xff00ff00, 0x0000ff00},
+ {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff, 0xff0000ff},
- {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
- {{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
- {{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
+ {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff, 0xff00ff00},
+ {{-1.0f, 1.0f, 0.0f}, 0xff00ff00, 0x000000ff},
+ {{ 1.0f, 1.0f, 0.0f}, 0xffffffff, 0xffffffff},
+ };
+ static const struct test_shader
+ {
+ DWORD version;
+ const DWORD *code;
+ }
+ novs = {0, NULL},
+ vs_1 = {D3DVS_VERSION(1, 1), vs1_code},
+ vs_2 = {D3DVS_VERSION(2, 0), vs2_code},
+ nops = {0, NULL},
+ ps_1 = {D3DPS_VERSION(1, 1), ps1_code},
+ ps_2 = {D3DPS_VERSION(2, 0), ps2_code},
+ ps_3 = {D3DPS_VERSION(3, 0), ps3_code};
+ static const struct
+ {
+ const struct test_shader *vs, *ps;
+ DWORD primtype;
+ DWORD shademode;
+ BOOL fog;
+ DWORD color0, color1;
+ }
+ tests[] =
+ {
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x0000ff00},
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, FALSE, 0x000dca28, 0x000d45c7},
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, FALSE, 0x000dca28, 0x000d45c7},
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, FALSE, 0x000dca28, 0x000d45c7},
+ {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x000000ff},
+ {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, FALSE, 0x000dca28, 0x000d45c7},
+ {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x0000ff00},
+ {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, FALSE, 0x000dca28, 0x000d45c7},
+ {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x000000ff},
+ {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, FALSE, 0x000dca28, 0x000d45c7},
+ {&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x0000ff00},
+ {&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x0000ff00},
+ {&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x0000ff00},
+ {&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, FALSE, 0x000dca28, 0x000d45c7},
+ {&novs, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, FALSE, 0x00ff0000, 0x0000ff00},
+ {&novs, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, FALSE, 0x000dca28, 0x000d45c7},
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, TRUE, 0x00280000, 0x0000c700},
+ {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, TRUE, 0x00280000, 0x000000c7},
};
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
@@ -8147,9 +8225,11 @@ static void shademode_test(void)
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff000000);
+ ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr);
- hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
+ ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
@@ -8167,84 +8247,111 @@ static void shademode_test(void)
hr = IDirect3DVertexBuffer9_Unlock(vb_list);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+
/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
* the color fixups we have to do for FLAT shading will be dependent on that. */
- hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0]));
- ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
- /* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */
- for (j=0; j<2; j++) {
+ for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
+ {
+ if (tests[i].vs->version)
+ {
+ if (caps.VertexShaderVersion >= tests[i].vs->version)
+ {
+ hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs->code, &vs);
+ ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetVertexShader(device, vs);
+ ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr);
+ }
+ else
+ {
+ skip("Shader version unsupported, skipping some tests.\n");
+ continue;
+ }
+ }
+ else
+ {
+ vs = NULL;
+ }
+ if (tests[i].ps->version)
+ {
+ if (caps.PixelShaderVersion >= tests[i].ps->version)
+ {
+ hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps->code, &ps);
+ ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetPixelShader(device, ps);
+ ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr);
+ }
+ else
+ {
+ skip("Shader version unsupported, skipping some tests.\n");
+ if (vs)
+ {
+ IDirect3DDevice9_SetVertexShader(device, NULL);
+ IDirect3DVertexShader9_Release(vs);
+ }
+ continue;
+ }
+ }
+ else
+ {
+ ps = NULL;
+ }
- /* Inner loop just changes the D3DRS_SHADEMODE */
- for (i=0; i<3; i++) {
- hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
- ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
+ hr = IDirect3DDevice9_SetStreamSource(device, 0,
+ tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, 0, sizeof(quad_strip[0]));
+ ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ if (tests[i].fog)
+ {
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
+ }
+ else
+ {
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ }
- hr = IDirect3DDevice9_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
- hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2);
- 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);
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
+ ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
- /* Sample two spots from the output */
- color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
- color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
- switch(shademode) {
- case D3DSHADE_FLAT:
- /* Should take the color of the first vertex of each triangle */
- if (0)
- {
- /* This test depends on EXT_provoking_vertex being
- * available. This extension is currently (20090810)
- * not common enough to let the test fail if it isn't
- * present. */
- ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0);
- ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1);
- }
- shademode = D3DSHADE_GOURAUD;
- break;
- case D3DSHADE_GOURAUD:
- /* Should be an interpolated blend */
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode);
+ ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr);
- ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
- "GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0);
- ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
- "GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitive(device, tests[i].primtype, 0, 2);
+ 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);
- color0_gouraud = color0;
- color1_gouraud = color1;
+ color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
+ color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
- shademode = D3DSHADE_PHONG;
- break;
- case D3DSHADE_PHONG:
- /* Should be the same as GOURAUD, since no hardware implements this */
- ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
- "PHONG shading has color0 %08x, expected 0x000dca28\n", color0);
- ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
- "PHONG shading has color1 %08x, expected 0x000d45c7\n", color1);
-
- ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
- color0_gouraud, color0);
- ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
- color1_gouraud, color1);
- break;
- }
- }
+ /* For D3DSHADE_FLAT it should take the color of the first vertex of
+ * each triangle. This requires EXT_provoking_vertex or similar
+ * functionality being available. */
+ /* PHONG should be the same as GOURAUD, since no hardware implements
+ * this. */
+ ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
+ i, color0, tests[i].color0);
+ ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
+ i, color1, tests[i].color1);
- hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
- ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
+ IDirect3DDevice9_SetVertexShader(device, NULL);
+ IDirect3DDevice9_SetPixelShader(device, NULL);
- /* Now, do it all over again with a TRIANGLELIST */
- hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0]));
- ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
- primtype = D3DPT_TRIANGLELIST;
- shademode = D3DSHADE_FLAT;
+ if (ps)
+ IDirect3DPixelShader9_Release(ps);
+ if (vs)
+ IDirect3DVertexShader9_Release(vs);
}
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr);
+
IDirect3DVertexBuffer9_Release(vb_strip);
IDirect3DVertexBuffer9_Release(vb_list);
refcount = IDirect3DDevice9_Release(device);
@@ -20318,7 +20425,7 @@ START_TEST(visual)
offscreen_test();
ds_size_test();
test_blend();
- shademode_test();
+ test_shademode();
srgbtexture_test();
release_buffer_test();
float_texture_test();
--
2.4.10
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