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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