[PATCH 1/5] d3d8/tests: Add a test for color varyings clamping.
Matteo Bruni
mbruni at codeweavers.com
Mon Mar 28 16:03:27 CDT 2016
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/d3d8/tests/visual.c | 177 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 177 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 8ba6ccd..580b444 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -9176,6 +9176,182 @@ done:
DestroyWindow(window);
}
+static void test_color_clamping(void)
+{
+ static const D3DMATRIX mat =
+ {{{
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ }}};
+ static const struct vec3 quad[] =
+ {
+ {-1.0f, -1.0f, 0.1f},
+ {-1.0f, 1.0f, 0.1f},
+ { 1.0f, -1.0f, 0.1f},
+ { 1.0f, 1.0f, 0.1f},
+ };
+ static const DWORD decl[] =
+ {
+ D3DVSD_STREAM(0),
+ D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
+ D3DVSD_CONST(0, 1), 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */
+ D3DVSD_END()
+ };
+ static const DWORD vs1_code[] =
+ {
+ 0xfffe0101, /* vs_1_1 */
+ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */
+ 0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */
+ 0x0000ffff
+ };
+ static const DWORD ps1_code[] =
+ {
+ 0xffff0101, /* ps_1_1 */
+ 0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */
+ 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */
+ 0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */
+ 0x0000ffff
+ };
+ static const struct
+ {
+ DWORD vs_version;
+ const DWORD *vs;
+ DWORD ps_version;
+ const DWORD *ps;
+ D3DCOLOR expected, broken;
+ }
+ tests[] =
+ {
+ {0, NULL, 0, NULL, 0x00404040},
+ {0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080},
+ {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040},
+ {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f},
+ };
+ IDirect3DDevice8 *device;
+ IDirect3D8 *d3d;
+ unsigned int i;
+ ULONG refcount;
+ D3DCOLOR color;
+ D3DCAPS8 caps;
+ DWORD vs, ps;
+ HWND window;
+ HRESULT hr;
+
+ 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 caps, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
+ ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
+ ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
+ ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040);
+ ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
+ ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+
+ for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
+ {
+ if (caps.VertexShaderVersion < tests[i].vs_version
+ || caps.PixelShaderVersion < tests[i].ps_version)
+ {
+ skip("Vertex / pixel shader version not supported, skipping test %u.\n", i);
+ continue;
+ }
+ if (tests[i].vs)
+ {
+ hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i);
+ }
+ else
+ {
+ vs = D3DFVF_XYZ;
+ }
+ if (tests[i].ps)
+ {
+ hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i);
+ }
+ else
+ {
+ ps = 0;
+ }
+
+ hr = IDirect3DDevice8_SetVertexShader(device, vs);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetPixelShader(device, ps);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 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, sizeof(quad[0]));
+ 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, 240);
+ ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)),
+ "Got unexpected color 0x%08x, case %u.\n", color, i);
+
+ if (vs != D3DFVF_XYZ)
+ IDirect3DDevice8_DeleteVertexShader(device, vs);
+ if (ps)
+ IDirect3DDevice8_DeletePixelShader(device, ps);
+ }
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+}
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@@ -9242,4 +9418,5 @@ START_TEST(visual)
test_shademode();
test_multisample_init();
test_texture_blending();
+ test_color_clamping();
}
--
2.7.3
More information about the wine-patches
mailing list