[PATCH 3/5] d3d9/tests: Add a DXT5 volume test

Stefan Dösinger stefan at codeweavers.com
Thu Aug 29 17:19:07 CDT 2013


Note that this test is always skipped on Wine. Implementing support for
this is tricky. The GL equivalent is GL_NV_texture_compression_vtc,
which looks promising at first, but has a subtly different block layout
than d3d9. If we ever find a game that needs DXTn volume textures, we
either have to repack the texture data or decompress it.
---
 dlls/d3d9/tests/visual.c | 97 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 97 insertions(+)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index aeb6faf..dfdda16 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -14549,6 +14549,102 @@ static void volume_srgb_test(IDirect3DDevice9 *device)
     ok(SUCCEEDED(hr), "Failed to set srgb state, hr %#x.\n", hr);
 }
 
+static void volume_dxt5_test(IDirect3DDevice9 *device)
+{
+    HRESULT hr;
+    IDirect3D9 *d3d9;
+    IDirect3DVolumeTexture9 *texture;
+    D3DLOCKED_BOX box;
+    unsigned int i;
+    DWORD color;
+    static const char texture_data[] =
+    {
+        /* A 8x4x2 texture consisting of 4 4x4 blocks. The colors of the blocks are red, green, blue and white. */
+        0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF8, 0x00, 0xF8, 0x00, 0x00, 0x00, 0x00,
+        0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xE0, 0x07, 0xE0, 0x07, 0x00, 0x00, 0x00, 0x00,
+        0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x00, 0x00,
+        0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00
+    };
+    static const struct
+    {
+        struct vec3 position;
+        struct vec3 texcrd;
+    }
+    quads[] =
+    {
+        {{ -1.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.25f}},
+        {{  0.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.25f}},
+        {{ -1.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.25f}},
+        {{  0.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.25f}},
+
+        {{  0.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.75f}},
+        {{  1.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.75f}},
+        {{  0.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.75f}},
+        {{  1.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.75f}},
+    };
+    static const DWORD expected_colors[] = {0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff};
+
+    hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
+    ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
+    hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+            D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5);
+    IDirect3D9_Release(d3d9);
+    if (FAILED(hr))
+    {
+        skip("Volume dxt5 textures are not supported, skipping test.\n");
+        return;
+    }
+
+    hr = IDirect3DDevice9_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5,
+            D3DPOOL_MANAGED, &texture, NULL);
+    ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
+
+    hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0);
+    ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
+    memcpy(box.pBits, texture_data, sizeof(texture_data));
+    hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0);
+    ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
+    ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
+    ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+    ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+    ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+    ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff00ff, 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, &quads[0], sizeof(*quads));
+    ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
+    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);
+
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+    for (i = 0; i < 4; i++)
+    {
+        color = getPixelColor(device, 80 + 160 * i, 240);
+        ok (color_match(color, expected_colors[i], 1),
+                "Expected color 0x%08x, got 0x%08x, case %u.\n", expected_colors[i], color, i);
+    }
+
+    hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
+    ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
+    ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+    IDirect3DVolumeTexture9_Release(texture);
+}
+
 START_TEST(visual)
 {
     IDirect3D9 *d3d9;
@@ -14728,6 +14824,7 @@ START_TEST(visual)
     zenable_test(device_ptr);
     fog_special_test(device_ptr);
     volume_srgb_test(device_ptr);
+    volume_dxt5_test(device_ptr);
 
     hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9);
     ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
-- 
1.8.1.5




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