=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d9/tests: Add test for vertex textures.

Alexandre Julliard julliard at winehq.org
Tue Mar 14 16:14:37 CDT 2017


Module: wine
Branch: master
Commit: a5fb297ae46fea06d5354901c1b3ab2ae39a2ec6
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=a5fb297ae46fea06d5354901c1b3ab2ae39a2ec6

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Tue Mar 14 13:16:01 2017 +0100

d3d9/tests: Add test for vertex textures.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d9/tests/visual.c | 129 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 129 insertions(+)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 2fa3032..59a2e7d 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -22408,6 +22408,134 @@ static void test_drawindexedprimitiveup(void)
     DestroyWindow(window);
 }
 
+static void test_vertex_texture(void)
+{
+    static const D3DVERTEXELEMENT9 decl_elements[] =
+    {
+        {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+        D3DDECL_END()
+    };
+    static const struct vec3 quad[] =
+    {
+        {-1.0f, -1.0f, 0.0f},
+        {-1.0f,  1.0f, 0.0f},
+        { 1.0f, -1.0f, 0.0f},
+        { 1.0f,  1.0f, 0.0f},
+    };
+    static const DWORD vs_code[] =
+    {
+        0xfffe0300,                                                             /* vs_3_0              */
+        0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0, 0, 0, 0  */
+        0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0     */
+        0x0200001f, 0x90000000, 0xa00f0800,                                     /* dcl_2d s0           */
+        0x0200001f, 0x80000000, 0xe00f0000,                                     /* dcl_position o0     */
+        0x0200001f, 0x8000000a, 0xe00f0001,                                     /* dcl_color o1        */
+        0x0300005f, 0xe00f0001, 0xa0000000, 0xa0e40800,                         /* texldl o1, c0.x, s0 */
+        0x02000001, 0xe00f0000, 0x90e40000,                                     /* mov o0, v0          */
+        0x0000ffff,                                                             /* end */
+    };
+    static const DWORD ps_code[] =
+    {
+        0xffff0300,                         /* ps_3_0       */
+        0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color v0 */
+        0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0  */
+        0x0000ffff,                         /* end          */
+    };
+    static const DWORD texture_data[4] = {0x00ffff00, 0x00ffff00, 0x00ffff00, 0x00ffff00};
+    IDirect3DVertexDeclaration9 *declaration;
+    IDirect3DTexture9 *texture;
+    IDirect3DVertexShader9 *vs;
+    IDirect3DPixelShader9 *ps;
+    IDirect3DDevice9 *device;
+    D3DLOCKED_RECT lr;
+    IDirect3D9 *d3d;
+    D3DCOLOR color;
+    ULONG refcount;
+    D3DCAPS9 caps;
+    HWND window;
+    HRESULT hr;
+
+    window = create_window();
+    d3d = Direct3DCreate9(D3D_SDK_VERSION);
+    ok(!!d3d, "Failed to create D3D object.\n");
+
+    if (!(device = create_device(d3d, window, window, TRUE)))
+    {
+        skip("Failed to create D3D device.\n");
+        IDirect3D9_Release(d3d);
+        DestroyWindow(window);
+        return;
+    }
+
+    hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+    ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+    if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0) || caps.PixelShaderVersion < D3DPS_VERSION(3, 0))
+    {
+        skip("SM3 is not supported.\n");
+        goto done;
+    }
+    if (!(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MAGFPOINT)
+            || !(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MINFPOINT))
+    {
+        skip("Vertex texture point filtering is not supported, caps %#x.\n", caps.VertexTextureFilterCaps);
+        goto done;
+    }
+    hr = IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
+            D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8);
+    if (hr != D3D_OK)
+    {
+        skip("No vertex texture fetch support for D3DFMT_A8R8G8B8, hr %#x.\n", hr);
+        goto done;
+    }
+
+    hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
+    ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr);
+    memset(&lr, 0, sizeof(lr));
+    hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
+    ok(hr == D3D_OK, "Failed to lock texture, hr %#x.\n", hr);
+    memcpy(lr.pBits, texture_data, sizeof(texture_data));
+    hr = IDirect3DTexture9_UnlockRect(texture, 0);
+    ok(hr == D3D_OK, "Failed to unlock texture, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetTexture(device, D3DVERTEXTEXTURESAMPLER0, (IDirect3DBaseTexture9 *)texture);
+    ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &declaration);
+    ok(SUCCEEDED(hr), "Failed to create vertex declaration, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
+    ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
+    ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetVertexDeclaration(device, declaration);
+    ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetVertexShader(device, vs);
+    ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetPixelShader(device, ps);
+    ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+    color = getPixelColor(device, 160, 360);
+    ok(color == texture_data[0], "Got unexpected color 0x%08x.\n", color);
+
+    IDirect3DPixelShader9_Release(ps);
+    IDirect3DVertexShader9_Release(vs);
+    IDirect3DTexture9_Release(texture);
+    IDirect3DVertexDeclaration9_Release(declaration);
+done:
+    refcount = IDirect3DDevice9_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+    IDirect3D9_Release(d3d);
+    DestroyWindow(window);
+}
+
 START_TEST(visual)
 {
     D3DADAPTER_IDENTIFIER9 identifier;
@@ -22537,4 +22665,5 @@ START_TEST(visual)
     test_max_index16();
     test_backbuffer_resize();
     test_drawindexedprimitiveup();
+    test_vertex_texture();
 }




More information about the wine-cvs mailing list