[PATCH 06/11] d3d8/tests: Port test_shademode() to d3d8.
Matteo Bruni
mbruni at codeweavers.com
Thu Nov 12 16:06:45 CST 2015
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/d3d8/tests/visual.c | 226 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 226 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 1e2b16b..7029551 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -8278,6 +8278,231 @@ static void test_uninitialized_varyings(void)
DestroyWindow(window);
}
+static void test_shademode(void)
+{
+ IDirect3DVertexBuffer8 *vb_strip;
+ IDirect3DVertexBuffer8 *vb_list;
+ IDirect3DDevice8 *device;
+ DWORD color0, color1;
+ BYTE *data = NULL;
+ IDirect3D8 *d3d;
+ ULONG refcount;
+ D3DCAPS8 caps;
+ DWORD vs, ps;
+ HWND window;
+ HRESULT hr;
+ UINT i;
+ static const DWORD decl[] =
+ {
+ D3DVSD_STREAM(0),
+ D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
+ D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
+ D3DVSD_END()
+ };
+ static const DWORD vs1_code[] =
+ {
+ 0xfffe0101, /* vs_1_1 */
+ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x00000001, 0xd00f0000, 0x90e40005, /* mov oD0, v5 */
+ 0x0000ffff
+ };
+ static const DWORD ps1_code[] =
+ {
+ 0xffff0101, /* ps_1_1 */
+ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
+ 0x0000ffff
+ };
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ 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},
+ },
+ 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}, 0xff0000ff},
+ {{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
+ {{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
+ };
+ static const struct test_shader
+ {
+ DWORD version;
+ const DWORD *code;
+ }
+ novs = {0, NULL},
+ vs_1 = {D3DVS_VERSION(1, 1), vs1_code},
+ nops = {0, NULL},
+ ps_1 = {D3DPS_VERSION(1, 1), ps1_code};
+ static const struct
+ {
+ const struct test_shader *vs, *ps;
+ DWORD primtype;
+ DWORD shademode;
+ DWORD color0, color1;
+ }
+ tests[] =
+ {
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
+ {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
+ {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff},
+ {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
+ {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
+ {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
+ {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff},
+ {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
+ {&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
+ {&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
+ };
+
+ 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_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+ ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip);
+ ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer8_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0);
+ ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
+ memcpy(data, quad_strip, sizeof(quad_strip));
+ hr = IDirect3DVertexBuffer8_Unlock(vb_strip);
+ ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list);
+ ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
+ hr = IDirect3DVertexBuffer8_Lock(vb_list, 0, sizeof(quad_list), &data, 0);
+ ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
+ memcpy(data, quad_list, sizeof(quad_list));
+ hr = IDirect3DVertexBuffer8_Unlock(vb_list);
+ ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_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. */
+
+ for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
+ {
+ if (tests[i].vs->version)
+ {
+ if (caps.VertexShaderVersion >= tests[i].vs->version)
+ {
+ hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs->code, &vs, 0);
+ ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_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 = 0;
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr);
+ }
+ if (tests[i].ps->version)
+ {
+ if (caps.PixelShaderVersion >= tests[i].ps->version)
+ {
+ hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps->code, &ps);
+ ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_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)
+ {
+ IDirect3DDevice8_SetVertexShader(device, 0);
+ IDirect3DDevice8_DeleteVertexShader(device, vs);
+ }
+ continue;
+ }
+ }
+ else
+ {
+ ps = 0;
+ }
+
+ hr = IDirect3DDevice8_SetStreamSource(device, 0,
+ tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, sizeof(quad_strip[0]));
+ ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
+ ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode);
+ ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitive(device, tests[i].primtype, 0, 2);
+ 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);
+
+ color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
+ color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
+
+ /* 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);
+
+ IDirect3DDevice8_SetVertexShader(device, 0);
+ IDirect3DDevice8_SetPixelShader(device, 0);
+
+ if (ps)
+ IDirect3DDevice8_DeletePixelShader(device, ps);
+ if (vs)
+ IDirect3DDevice8_DeleteVertexShader(device, vs);
+ }
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr);
+
+ IDirect3DVertexBuffer8_Release(vb_strip);
+ IDirect3DVertexBuffer8_Release(vb_list);
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+}
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@@ -8341,4 +8566,5 @@ START_TEST(visual)
test_fixed_function_fvf();
test_flip();
test_uninitialized_varyings();
+ test_shademode();
}
--
2.4.10
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