[PATCH 6/6] d3d9/tests: Add a shadow sampler test.

Henri Verbeet hverbeet at codeweavers.com
Mon May 17 04:14:50 CDT 2010


---
 dlls/d3d9/tests/visual.c |  203 ++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 203 insertions(+), 0 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index ca93be5..cafdc2d 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -11075,6 +11075,208 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
     ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
 }
 
+static void shadow_test(IDirect3DDevice9 *device)
+{
+    static const DWORD ps_code[] =
+    {
+        0xffff0200,                                                             /* ps_2_0                       */
+        0x0200001f, 0x90000000, 0xa00f0800,                                     /* dcl_2d s0                    */
+        0x0200001f, 0x80000000, 0xb00f0000,                                     /* dcl t0                       */
+        0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0   */
+        0x02000001, 0x800f0001, 0xa0e40000,                                     /* mov r1, c0                   */
+        0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texld r0, t0, s0             */
+        0x02000001, 0x80010001, 0x80e40000,                                     /* mov r1.x, r0                 */
+        0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texldp r0, t0, s0            */
+        0x02000001, 0x80020001, 0x80000000,                                     /* mov r1.y, r0.x               */
+        0x02000001, 0x800f0800, 0x80e40001,                                     /* mov 0C0, r1                  */
+        0x0000ffff,                                                             /* end                          */
+    };
+    struct
+    {
+        D3DFORMAT format;
+        const char *name;
+    }
+    formats[] =
+    {
+        {D3DFMT_D16_LOCKABLE,   "D3DFMT_D16_LOCKABLE"},
+        {D3DFMT_D32,            "D3DFMT_D32"},
+        {D3DFMT_D15S1,          "D3DFMT_D15S1"},
+        {D3DFMT_D24S8,          "D3DFMT_D24S8"},
+        {D3DFMT_D24X8,          "D3DFMT_D24X8"},
+        {D3DFMT_D24X4S4,        "D3DFMT_D24X4S4"},
+        {D3DFMT_D16,            "D3DFMT_D16"},
+        {D3DFMT_D32F_LOCKABLE,  "D3DFMT_D32F_LOCKABLE"},
+        {D3DFMT_D24FS8,         "D3DFMT_D24FS8"},
+    };
+    struct
+    {
+        float x, y, z;
+        float s, t, p, q;
+    }
+    quad[] =
+    {
+        { -1.0f,  1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f},
+        {  1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
+        { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+        {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
+    };
+    struct
+    {
+        UINT x, y;
+        D3DCOLOR color;
+    }
+    expected_colors[] =
+    {
+        {400,  60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
+        {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
+        {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
+        {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
+        {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
+        { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
+        { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
+        {240,  60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
+    };
+
+    IDirect3DSurface9 *original_ds, *original_rt, *rt;
+    IDirect3DPixelShader9 *ps;
+    IDirect3D9 *d3d9;
+    D3DCAPS9 caps;
+    HRESULT hr;
+    UINT i;
+
+    hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+    ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
+    if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
+    {
+        skip("No pixel shader 2.0 support, skipping shadow test.\n");
+        return;
+    }
+
+    hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
+    ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
+    ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
+    ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
+            D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
+    ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
+    ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
+    ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
+    ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
+    ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
+
+    for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
+    {
+        D3DFORMAT format = formats[i].format;
+        IDirect3DTexture9 *texture;
+        IDirect3DSurface9 *ds;
+        unsigned int j;
+
+        hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
+                D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
+        if (FAILED(hr)) continue;
+
+        hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
+                D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL);
+        ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
+
+        hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
+        ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
+        ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
+        ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+
+        IDirect3DDevice9_SetPixelShader(device, NULL);
+        ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+        /* Setup the depth/stencil surface. */
+        hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
+        ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice9_BeginScene(device);
+        ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+        hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+        ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+        hr = IDirect3DDevice9_EndScene(device);
+        ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
+        ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+        IDirect3DSurface9_Release(ds);
+
+        hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
+        ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
+        ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice9_SetPixelShader(device, ps);
+        ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+
+        /* Do the actual shadow mapping. */
+        hr = IDirect3DDevice9_BeginScene(device);
+        ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+        hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+        ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+        hr = IDirect3DDevice9_EndScene(device);
+        ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
+        ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
+        IDirect3DTexture9_Release(texture);
+
+        for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
+        {
+            D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
+            ok(color_match(color, expected_colors[j].color, 0),
+                    "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
+                    expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
+                    formats[i].name, color);
+        }
+
+        hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+        ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
+    }
+
+    hr = IDirect3DDevice9_SetPixelShader(device, NULL);
+    ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
+    IDirect3DPixelShader9_Release(ps);
+
+    hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
+    ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+    IDirect3DSurface9_Release(original_ds);
+
+    IDirect3DSurface9_Release(original_rt);
+    IDirect3DSurface9_Release(rt);
+
+    IDirect3D9_Release(d3d9);
+}
+
 START_TEST(visual)
 {
     IDirect3DDevice9 *device_ptr;
@@ -11245,6 +11447,7 @@ START_TEST(visual)
     alphareplicate_test(device_ptr);
     dp3_alpha_test(device_ptr);
     depth_buffer_test(device_ptr);
+    shadow_test(device_ptr);
 
 cleanup:
     if(device_ptr) {
-- 
1.6.4.4




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