Fabian Bieler : d3d9/tests: Add test for texbem instruction.

Alexandre Julliard julliard at wine.codeweavers.com
Fri Mar 23 08:36:25 CDT 2007


Module: wine
Branch: master
Commit: 76d153144fb0b7948d9edb32b6f3b89124730b18
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=76d153144fb0b7948d9edb32b6f3b89124730b18

Author: Fabian Bieler <der.fabe at gmx.net>
Date:   Thu Mar 22 17:44:17 2007 +0100

d3d9/tests: Add test for texbem instruction.

---

 dlls/d3d9/tests/visual.c |  198 ++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 198 insertions(+), 0 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 5f62edf..33c4231 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -923,6 +923,198 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
     IDirect3DVertexDeclaration9_Release(vertex_declaration);
 }
 
+/* test the behavior of the texbem instruction
+ * with normal 2D and projective 2D textures
+ */
+static void texbem_test(IDirect3DDevice9 *device)
+{
+    HRESULT hr;
+    DWORD color;
+    unsigned int i, x, y;
+
+    static const DWORD pixel_shader_code[] = {
+        0xffff0101,                         /* ps_1_1*/
+        0x00000042, 0xb00f0000,             /* tex t0*/
+        0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
+        0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
+        0x0000ffff
+    };
+
+    static const float quad[][7] = {
+        {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
+        {-128.0f/640.0f,  128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
+        { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
+        { 128.0f/640.0f,  128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
+    };
+    static const float quad_proj[][9] = {
+        {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f,   0.0f,   0.0f, 0.0f, 128.0f},
+        {-128.0f/640.0f,  128.0f/480.0f, 0.1f, 0.0f, 1.0f,   0.0f, 128.0f, 0.0f, 128.0f},
+        { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f,   0.0f, 0.0f, 128.0f},
+        { 128.0f/640.0f,  128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
+    };
+
+    static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
+        {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+        {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
+        {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
+        D3DDECL_END()
+    },{
+        {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+        {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
+        {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
+        D3DDECL_END()
+    } };
+
+    /* use assymetric matrix to test loading */
+    float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
+
+    IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
+    IDirect3DPixelShader9       *pixel_shader       = NULL;
+    IDirect3DTexture9           *texture[2]         = {NULL, NULL};
+    D3DLOCKED_RECT locked_rect;
+
+    /* Generate the textures */
+    for(i=0; i<2; i++)
+    {
+        hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
+                D3DPOOL_MANAGED, &texture[i], NULL);
+        ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
+
+        hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, D3DLOCK_DISCARD);
+        ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
+        for (y = 0; y < 128; ++y)
+        {
+            if(i)
+            { /* Set up black texture with 2x2 texel white spot in the middle */
+                DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
+                for (x = 0; x < 128; ++x)
+                {
+                    if(y>62 && y<66 && x>62 && x<66)
+                        *ptr++ = 0xffffffff;
+                    else
+                        *ptr++ = 0xff000000;
+                }
+            }
+            else
+            { /* Set up a displacement map which points away from the center parallel to the closest axis.
+              * (if multiplied with bumpenvmat)
+              */
+                WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
+                for (x = 0; x < 128; ++x)
+                {
+                    if(abs(x-64)>abs(y-64))
+                    {
+                        if(x < 64)
+                            *ptr++ = 0xc000;
+                        else
+                            *ptr++ = 0x4000;
+                    }
+                    else
+                    {
+                        if(y < 64)
+                            *ptr++ = 0x0040;
+                        else
+                            *ptr++ = 0x00c0;
+                    }
+                }
+            }
+        }
+        hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
+        ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
+
+        hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
+        ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
+
+        /* Disable texture filtering */
+        hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+        ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
+        hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+        ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
+
+        hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+        ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
+        hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+        ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
+    }
+
+    IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
+    IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
+    IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
+    hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
+    ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
+
+    hr = IDirect3DDevice9_SetVertexShader(device, NULL);
+    ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
+
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
+    ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
+
+    for(i=0; i<2; i++)
+    {
+        if(i)
+        {
+            hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
+            ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
+        }
+
+        hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
+        ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
+        hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
+        ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
+
+        hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
+        ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
+        hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
+        ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
+
+        hr = IDirect3DDevice9_BeginScene(device);
+        ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
+
+        if(!i)
+            hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
+        else
+            hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
+        ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
+
+        hr = IDirect3DDevice9_EndScene(device);
+        ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
+
+        hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+        ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
+
+        color = getPixelColor(device, 320-32, 240);
+        ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+        color = getPixelColor(device, 320+32, 240);
+        ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+        color = getPixelColor(device, 320, 240-32);
+        ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+        color = getPixelColor(device, 320, 240+32);
+        ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+
+        hr = IDirect3DDevice9_SetPixelShader(device, NULL);
+        ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
+        IDirect3DPixelShader9_Release(pixel_shader);
+
+        hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
+        ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
+        IDirect3DVertexDeclaration9_Release(vertex_declaration);
+    }
+
+    /* clean up */
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
+
+    hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
+    ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
+
+    for(i=0; i<2; i++)
+    {
+        hr = IDirect3DDevice9_SetTexture(device, i, NULL);
+        ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
+        IDirect3DCubeTexture9_Release(texture[i]);
+    }
+}
+
 START_TEST(visual)
 {
     IDirect3DDevice9 *device_ptr;
@@ -991,6 +1183,12 @@ START_TEST(visual)
     }
     else skip("No vs_1_1 and ps_1_1 support\n");
 
+    if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
+    {
+        texbem_test(device_ptr);
+    }
+    else skip("No ps_1_1 support\n");
+
 cleanup:
     if(device_ptr) IDirect3DDevice9_Release(device_ptr);
 }




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