Matteo Bruni : d3d9/tests: Add more INTZ tests.

Alexandre Julliard julliard at winehq.org
Tue Jan 10 13:11:18 CST 2012


Module: wine
Branch: master
Commit: 53849b7d5e1f2da51fe839878f431971b465992c
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=53849b7d5e1f2da51fe839878f431971b465992c

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Mon Jan  9 15:52:45 2012 +0100

d3d9/tests: Add more INTZ tests.

---

 dlls/d3d9/tests/visual.c |  141 +++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 139 insertions(+), 2 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index e3f683f..e92ee0d 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -11537,6 +11537,20 @@ static void intz_test(IDirect3DDevice9 *device)
         {  1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
         { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
         {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
+    },
+    half_quad_1[] =
+    {
+        { -1.0f,  0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
+        {  1.0f,  0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
+        { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
+        {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
+    },
+    half_quad_2[] =
+    {
+        { -1.0f,  1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
+        {  1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
+        { -1.0f,  0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
+        {  1.0f,  0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
     };
     struct
     {
@@ -11571,6 +11585,11 @@ static void intz_test(IDirect3DDevice9 *device)
         skip("No pixel shader 2.0 support, skipping INTZ test.\n");
         return;
     }
+    if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
+    {
+        skip("No unconditional NP2 texture support, skipping INTZ test.\n");
+        return;
+    }
 
     hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
     ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
@@ -11590,10 +11609,10 @@ static void intz_test(IDirect3DDevice9 *device)
     hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
     ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
 
-    hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
+    hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
             D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
     ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
-    hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
+    hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
             D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
     ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
     hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
@@ -11621,6 +11640,7 @@ static void intz_test(IDirect3DDevice9 *device)
     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
     ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
 
+    /* Render offscreen, using the INTZ texture as depth buffer */
     hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
     ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
     hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
@@ -11670,6 +11690,123 @@ static void intz_test(IDirect3DDevice9 *device)
     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
     ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
 
+    hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
+    ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+    IDirect3DTexture9_Release(texture);
+
+    /* Render onscreen while using the INTZ texture as depth buffer */
+    hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
+            D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
+    hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
+    ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
+    ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetPixelShader(device, NULL);
+    ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+    /* Setup the depth/stencil surface. */
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
+    ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+    IDirect3DSurface9_Release(ds);
+    hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
+    ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetPixelShader(device, ps);
+    ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+    /* Read the depth values back. */
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+    for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
+    {
+        D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
+        ok(color_match(color, expected_colors[i].color, 1),
+                "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
+                expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
+    }
+
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
+    ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+    IDirect3DTexture9_Release(texture);
+
+    /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */
+    hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
+            D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
+    hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
+    ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
+    ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetPixelShader(device, NULL);
+    ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+    /* Setup the depth/stencil surface. */
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1));
+    ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2));
+    ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
+    ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+    IDirect3DSurface9_Release(ds);
+    hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
+    ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetPixelShader(device, ps);
+    ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+    /* Read the depth values back. */
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+    for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
+    {
+        D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
+        ok(color_match(color, expected_colors[i].color, 1),
+                "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
+                expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
+    }
+
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
+
     hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
     ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
     IDirect3DSurface9_Release(original_ds);




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