Matteo Bruni : d3d8/tests: Add more INTZ tests.
Alexandre Julliard
julliard at winehq.org
Fri Jan 13 11:44:29 CST 2012
Module: wine
Branch: master
Commit: 5604c7ed99f52b55e6725dbe6d9bcd9843592398
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5604c7ed99f52b55e6725dbe6d9bcd9843592398
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Thu Jan 12 17:05:17 2012 +0100
d3d8/tests: Add more INTZ tests.
---
dlls/d3d8/tests/visual.c | 147 +++++++++++++++++++++++++++++++++++++++++++++-
1 files changed, 145 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index c221d47..dcaa091 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -1854,6 +1854,20 @@ static void intz_test(IDirect3DDevice8 *device)
{ 1.0f, 1.0f, 1.0f, 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, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
+ },
+ half_quad_1[] =
+ {
+ { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
+ { 1.0f, 0.0f, 1.0f, 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, 0.0f, 0.0f, 0.0f, 0.5f},
+ { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
+ },
+ half_quad_2[] =
+ {
+ { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
+ { 1.0f, 1.0f, 1.0f, 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, 0.0f, 0.0f, 0.0f, 0.5f},
+ { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
};
struct
{
@@ -1888,6 +1902,11 @@ static void intz_test(IDirect3DDevice8 *device)
skip("No pixel shader 1.1 support, skipping INTZ test.\n");
return;
}
+ if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
+ {
+ skip("No unconditional NP2 texture support, skipping INTZ test.\n");
+ return;
+ }
hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
@@ -1907,10 +1926,10 @@ static void intz_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
- hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
+ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
- hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
+ hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
@@ -1953,6 +1972,8 @@ static void intz_test(IDirect3DDevice8 *device)
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
+
+ /* Render offscreen, using the INTZ texture as depth buffer */
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DDevice8_SetPixelShader(device, 0);
@@ -1998,6 +2019,128 @@ static void intz_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ IDirect3DTexture8_Release(texture);
+
+ /* Render onscreen while using the INTZ texture as depth buffer */
+ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
+ D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
+ ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
+ ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
+ ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+ IDirect3DDevice8_SetPixelShader(device, 0);
+ ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
+ ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+ IDirect3DSurface8_Release(ds);
+ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetPixelShader(device, ps);
+ ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+ /* Read the depth values back. */
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ IDirect3DTexture8_Release(texture);
+
+ /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */
+ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
+ D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
+ ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
+ ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
+ ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+ IDirect3DDevice8_SetPixelShader(device, 0);
+ ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
+ ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
+ ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+ IDirect3DSurface8_Release(ds);
+ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
+ ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetPixelShader(device, ps);
+ ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+ /* Read the depth values back. */
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
+
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_ds);
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