=?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();
}
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