Stefan Dösinger : d3d9: Add a non-shader reversed fog test.
Alexandre Julliard
julliard at winehq.org
Mon Feb 25 06:51:28 CST 2008
Module: wine
Branch: master
Commit: 9850e4b52972ae862999464773fefd8a05c651d7
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9850e4b52972ae862999464773fefd8a05c651d7
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Feb 12 18:20:10 2008 +0100
d3d9: Add a non-shader reversed fog test.
---
dlls/d3d9/tests/visual.c | 88 ++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 88 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index e2a001f..f799af8 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -630,8 +630,10 @@ static void fog_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
+ BYTE r, g, b;
float start = 0.0f, end = 1.0f;
D3DCAPS9 caps;
+ int i;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex unstransformed_1[] = {
@@ -662,6 +664,27 @@ static void fog_test(IDirect3DDevice9 *device)
{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
+ struct vertex rev_fog_quads[] = {
+ {-1.0, -1.0, 0.1, 0x000000ff},
+ {-1.0, 0.0, 0.1, 0x000000ff},
+ { 0.0, 0.0, 0.1, 0x000000ff},
+ { 0.0, -1.0, 0.1, 0x000000ff},
+
+ { 0.0, -1.0, 0.9, 0x000000ff},
+ { 0.0, 0.0, 0.9, 0x000000ff},
+ { 1.0, 0.0, 0.9, 0x000000ff},
+ { 1.0, -1.0, 0.9, 0x000000ff},
+
+ { 0.0, 0.0, 0.4, 0x000000ff},
+ { 0.0, 1.0, 0.4, 0x000000ff},
+ { 1.0, 1.0, 0.4, 0x000000ff},
+ { 1.0, 0.0, 0.4, 0x000000ff},
+
+ {-1.0, 0.0, 0.7, 0x000000ff},
+ {-1.0, 1.0, 0.7, 0x000000ff},
+ { 0.0, 1.0, 0.7, 0x000000ff},
+ { 0.0, 0.0, 0.7, 0x000000ff},
+ };
WORD Indices[] = {0, 1, 2, 2, 3, 0};
memset(&caps, 0, sizeof(caps));
@@ -817,6 +840,71 @@ static void fog_test(IDirect3DDevice9 *device)
color = getPixelColor(device, 480, 120);
ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
+ /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations,
+ * but without shaders it seems to work everywhere
+ */
+ end = 0.2;
+ start = 0.8;
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
+ ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
+ ok(hr == D3D_OK, "Setting fog end returned %s\n", DXGetErrorString9(hr));
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
+
+ /* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so
+ * it doesn't seem very important for games. ATI cards also have problems with reversed table fog,
+ * so skip this for now
+ */
+ for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) {
+ const char *mode = (i ? "table" : "vertex");
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
+ ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE);
+ ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR);
+ ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok( hr == D3D_OK, "IDirect3DDDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
+ if(SUCCEEDED(hr)) {
+ WORD Indices2[] = { 0, 1, 2, 2, 3, 0,
+ 4, 5, 6, 6, 7, 4,
+ 8, 9, 10, 10, 11, 8,
+ 12, 13, 14, 14, 15, 12};
+
+ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */,
+ 16 /* NumVerts */, 8 /*PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads,
+ sizeof(rev_fog_quads[0]));
+
+ hr = IDirect3DDevice9_EndScene(device);
+ ok( hr == D3D_OK, "IDirect3DDDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
+ }
+ IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ color = getPixelColor(device, 160, 360);
+ ok(color == 0x0000FF00, "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00\n", mode, color);
+
+ color = getPixelColor(device, 160, 120);
+ r = (color & 0x00ff0000) >> 16;
+ g = (color & 0x0000ff00) >> 8;
+ b = (color & 0x000000ff);
+ ok(r == 0x00 && g >= 0x29 && g <= 0x2d && b >= 0xd2 && b <= 0xd6,
+ "Reversed %s fog: z=0.7 has color 0x%08x, expected\n", mode, color);
+
+ color = getPixelColor(device, 480, 120);
+ r = (color & 0x00ff0000) >> 16;
+ g = (color & 0x0000ff00) >> 8;
+ b = (color & 0x000000ff);
+ ok(r == 0x00 && g >= 0xa8 && g <= 0xac && b >= 0x53 && b <= 0x57,
+ "Reversed %s fog: z=0.4 has color 0x%08x, expected\n", mode, color);
+
+ color = getPixelColor(device, 480, 360);
+ ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color);
+
+ if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) {
+ skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n");
+ break;
+ }
+ }
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr));
More information about the wine-cvs
mailing list