Stefan Dösinger : d3d9: Remove the fog vs sRGB test.
Alexandre Julliard
julliard at winehq.org
Wed Jul 21 10:54:53 CDT 2010
Module: wine
Branch: master
Commit: 24adf40ee1531e76ec0df397228c28732cf7ea52
URL: http://source.winehq.org/git/wine.git/?a=commit;h=24adf40ee1531e76ec0df397228c28732cf7ea52
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Jul 20 12:47:28 2010 +0200
d3d9: Remove the fog vs sRGB test.
---
dlls/d3d9/tests/visual.c | 109 ----------------------------------------------
1 files changed, 0 insertions(+), 109 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 0168222..4aaa56c 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -7032,114 +7032,6 @@ bail:
IDirect3DVertexBuffer9_Release(vb_list);
}
-
-static void fog_srgbwrite_test(IDirect3DDevice9 *device)
-{
- /* Draw a black quad, half fogged with white fog -> grey color. Enable sRGB writing.
- * if sRGB writing is applied before fogging, the 0.0 will be multiplied with ~ 12.92, so still
- * stay 0.0. After that the fog gives 0.5. If sRGB writing is applied after fogging, the
- * 0.5 will run through the alternative path(0^5 ^ 0.41666 * 1.055 - 0.055), resulting in approx.
- * 0.73
- *
- * At the time of this writing, wined3d could not apply sRGB correction to fixed function rendering,
- * so use shaders for this task
- */
- IDirect3DPixelShader9 *pshader;
- IDirect3DVertexShader9 *vshader;
- IDirect3D9 *d3d;
- DWORD vshader_code[] = {
- 0xfffe0101, /* vs_1_1 */
- 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
- 0x00000051, 0xa00f0000, 0x3f000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.5, 0.0, 0.0, 0.0 */
- 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
- 0x00000001, 0xc00f0001, 0xa0000000, /* mov oFog, c0.x */
- 0x0000ffff /* end */
- };
- DWORD pshader_code[] = {
- 0xffff0101, /* ps_1_1 */
- 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */
- 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
- 0x0000ffff /* end */
- };
- const float quad[] = {
- -1.0, -1.0, 0.1,
- 1.0, -1.0, 0.1,
- -1.0, 1.0, 0.1,
- 1.0, 1.0, 0.1
- };
- HRESULT hr;
- D3DCOLOR color;
-
- IDirect3DDevice9_GetDirect3D(device, &d3d);
- /* Ask for srgb writing on D3DRTYPE_TEXTURE. Some Windows drivers do not report it on surfaces.
- * For some not entirely understood reasons D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE
- * passes on surfaces, while asking for SRGBWRITE alone fails. Textures advertize srgb writing
- * alone as well, so use that since it is not the point of this test to show how CheckDeviceFormat
- * works
- */
- if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
- D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE,
- D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) {
- skip("No SRGBWRITEENABLE support on D3DFMT_X8R8G8B8\n");
- IDirect3D9_Release(d3d);
- return;
- }
- IDirect3D9_Release(d3d);
-
- hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
- ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
-
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffffffff);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
-
- hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
- ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
- hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code, &pshader);
- ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
- hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
- hr = IDirect3DDevice9_SetVertexShader(device, vshader);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
- hr = IDirect3DDevice9_SetPixelShader(device, pshader);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
-
- hr = IDirect3DDevice9_BeginScene(device);
- ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
- if(SUCCEEDED(hr)) {
- hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 3);
- ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
-
- hr = IDirect3DDevice9_EndScene(device);
- ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
- }
-
- hr = IDirect3DDevice9_SetVertexShader(device, NULL);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
- hr = IDirect3DDevice9_SetPixelShader(device, NULL);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
- IDirect3DPixelShader9_Release(pshader);
- IDirect3DVertexShader9_Release(vshader);
-
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
-
- color = getPixelColor(device, 160, 360);
- ok(color_match(color, 0x00808080, 1),
- "Fog with D3DRS_SRGBWRITEENABLE returned color 0x%08x, expected 0x00808080\n", color);
- hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
- ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
-}
-
static void alpha_test(IDirect3DDevice9 *device)
{
HRESULT hr;
@@ -11408,7 +11300,6 @@ START_TEST(visual)
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
fog_with_shader_test(device_ptr);
- fog_srgbwrite_test(device_ptr);
}
else skip("No vs_1_1 and ps_1_1 support\n");
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