[PATCH 3/3] d3d9/tests: Use a HW generation dependent offset for the filling convetion test.
Stefan Dösinger
stefan at codeweavers.com
Mon Jan 10 02:00:48 CST 2022
Signed-off-by: Stefan Dösinger <stefan at codeweavers.com>
---
dlls/d3d9/tests/visual.c | 45 +++++++++++++++++++++++++++++++++++++---
1 file changed, 42 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index eb31f877acd..f4aa45f91fa 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -117,6 +117,19 @@ static BOOL adapter_is_amd(const D3DADAPTER_IDENTIFIER9 *identifier)
return adapter_is_vendor(identifier, 0x1002);
}
+static BOOL device_is_d3d10(IDirect3DDevice9 *device)
+{
+ IDirect3D9 *d3d;
+ HRESULT hr;
+
+ IDirect3DDevice9_GetDirect3D(device, &d3d);
+ hr = IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
+ D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F);
+ IDirect3D9_Release(d3d);
+
+ return SUCCEEDED(hr);
+}
+
/* Locks a given surface and returns the color at (x,y). It's the caller's
* responsibility to only pass in lockable surfaces and valid x,y coordinates */
static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y)
@@ -27052,9 +27065,22 @@ static void test_filling_convention(void)
};
/* This test data follows the examples in MSDN's
- * "Rasterization Rules (Direct3D 9)" article. */
- static const float eps = 1.0f / 512.0f;
- const struct
+ * "Rasterization Rules (Direct3D 9)" article.
+ *
+ * The eps offset is filled in later depending on the GPU generation. The -eps/+eps below
+ * is kept for keeping the code similar to the same test in the other d3d versions.
+ *
+ * For d3d10+ GPUs even an offset of 1/(1024^2) is enough to make a difference. dx9 GPUs
+ * (or at least r500, on which this was tested) need an offset of 1/128. dx7 (or rather,
+ * a Geforce 4 GO, AKA a rebranded geforce 2) need 1/64.
+ *
+ * GameFace is the only software we found that we know is picky regarding small geometry
+ * offsets. It needs d3d10 and newer. A number of games have been written for d3d9 that
+ * actually need d3d10 hardware (e.g. ARGB32F with filtering, some fourcc hacks). There
+ * might be something that needs the d3d10+ precision in the d3d9 API. So demand it if
+ * we find a d3d10+ GPU. */
+ float eps = 0.0f;
+ struct
{
struct vec3 position;
DWORD diffuse;
@@ -27406,6 +27432,19 @@ static void test_filling_convention(void)
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ if (device_is_d3d10(device))
+ eps = 1.0f / 512.0f;
+ else
+ eps = 1.0f / 64.0f;
+
+ for (i = 0; i < 12; ++i)
+ {
+ nudge_right_tris[i].position.x +=eps;
+ nudge_left_tris[i].position.x -=eps;
+ nudge_top_tris[i].position.y +=eps;
+ nudge_bottom_tris[i].position.y -=eps;
+ }
+
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
hr = IDirect3DDevice9_SetFVF(device, tests[i].fvf);
--
2.34.1
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