Henri Verbeet : d3d9/tests: Use a separate device for fog_with_shader_test ().
Alexandre Julliard
julliard at winehq.org
Mon Mar 24 15:59:46 CDT 2014
Module: wine
Branch: master
Commit: 0be10d60503549a2ae25d7efa4a63e946782226b
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0be10d60503549a2ae25d7efa4a63e946782226b
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Mar 24 11:31:35 2014 +0100
d3d9/tests: Use a separate device for fog_with_shader_test().
---
dlls/d3d9/tests/visual.c | 106 +++++++++++++++++++++++++++++-----------------
1 file changed, 68 insertions(+), 38 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index c736bfb..29649d8 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -1746,17 +1746,25 @@ out:
* linear table fog with non foggy vertex shader
* vertex fog with foggy vertex shader, non-linear
* fog with shader, non-linear fog with foggy shader,
- * linear table fog with foggy shader
- */
-static void fog_with_shader_test(IDirect3DDevice9 *device)
+ * linear table fog with foggy shader */
+static void fog_with_shader_test(void)
{
- HRESULT hr;
+ IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
+ IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
+ IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
+ IDirect3DDevice9 *device;
+ unsigned int i, j;
+ IDirect3D9 *d3d;
+ ULONG refcount;
+ D3DCAPS9 caps;
DWORD color;
- union {
+ HWND window;
+ HRESULT hr;
+ union
+ {
float f;
DWORD i;
} start, end;
- unsigned int i, j;
/* basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
@@ -1808,32 +1816,31 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
-
- static struct vertex quad[] = {
+ static struct vertex quad[] =
+ {
{-1.0f, -1.0f, 0.0f, 0xffff0000 },
{-1.0f, 1.0f, 0.0f, 0xffff0000 },
{ 1.0f, -1.0f, 0.0f, 0xffff0000 },
{ 1.0f, 1.0f, 0.0f, 0xffff0000 },
};
-
- static const D3DVERTEXELEMENT9 decl_elements[] = {
+ static const D3DVERTEXELEMENT9 decl_elements[] =
+ {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
-
- IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
- IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
- IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
-
- /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
- static const struct test_data_t {
+ /* This reference data was collected on a nVidia GeForce 7600GS driver
+ * version 84.19 DirectX version 9.0c on Windows XP. */
+ static const struct test_data_t
+ {
int vshader;
int pshader;
D3DFOGMODE vfog;
D3DFOGMODE tfog;
unsigned int color[11];
- } test_data[] = {
+ }
+ test_data[] =
+ {
/* only pixel shader: */
{0, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
@@ -2010,10 +2017,43 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
};
+ static const D3DMATRIX identity =
+ {{{
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ }}};
- /* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
- start.f=0.1f;
- end.f=0.9f;
+ window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d = Direct3DCreate9(D3D_SDK_VERSION);
+ ok(!!d3d, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ goto done;
+ }
+
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
+ {
+ skip("No shader model 2 support, skipping tests.\n");
+ IDirect3DDevice9_Release(device);
+ goto done;
+ }
+
+ /* NOTE: Changing these values will not affect the tests with foggy vertex
+ * shader, as the values are hardcoded in the shader. */
+ start.f = 0.1f;
+ end.f = 0.9f;
+
+ /* Some of the tests seem to depend on the projection matrix explicitly
+ * being set to an identity matrix, even though that's the default.
+ * (AMD Radeon HD 6310, Windows 7) */
+ hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
@@ -2068,7 +2108,7 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
quad[2].z = 0.001f + (float)j / 10.02f;
quad[3].z = 0.001f + (float)j / 10.02f;
- hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
@@ -2090,22 +2130,17 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
}
}
- /* reset states */
- hr = IDirect3DDevice9_SetVertexShader(device, NULL);
- ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
- hr = IDirect3DDevice9_SetPixelShader(device, NULL);
- ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
- hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
- ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
- ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
-
IDirect3DVertexShader9_Release(vertex_shader[1]);
IDirect3DVertexShader9_Release(vertex_shader[2]);
IDirect3DVertexShader9_Release(vertex_shader[3]);
IDirect3DPixelShader9_Release(pixel_shader[1]);
IDirect3DPixelShader9_Release(pixel_shader[2]);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
}
static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
@@ -16078,15 +16113,10 @@ START_TEST(visual)
}
else skip("No vs_2_0 support\n");
- if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
- {
- fog_with_shader_test(device_ptr);
- }
- else skip("No vs_2_0 and ps_2_0 support\n");
-
cleanup_device(device_ptr);
device_ptr = NULL;
+ fog_with_shader_test();
texbem_test();
texdepth_test();
texkill_test();
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