[PATCH 3/4] d3d8/tests: Add a test for fog_start == fog_end
Stefan Dösinger
stefan at codeweavers.com
Fri Jun 14 15:34:22 CDT 2013
---
dlls/d3d8/tests/visual.c | 169 ++++++++++++++++++++++++++++++++++++++++++++++-
1 file changed, 168 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 764e9c1..93367f1 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -1,6 +1,6 @@
/*
* Copyright (C) 2005 Henri Verbeet
- * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
+ * Copyright (C) 2007, 2009, 2011-2013 Stefan Dösinger(for CodeWeavers)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -3220,6 +3220,172 @@ static void zenable_test(IDirect3DDevice8 *device)
}
}
+static void fog_special_test(IDirect3DDevice8 *device)
+{
+ static const struct
+ {
+ struct vec3 position;
+ D3DCOLOR diffuse;
+ }
+ quad[] =
+ {
+ {{ -1.0f, -1.0f, 0.0f}, 0xff00ff00},
+ {{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
+ {{ -1.0f, 1.0f, 0.0f}, 0xff00ff00},
+ {{ 1.0f, 1.0f, 1.0f}, 0xff00ff00}
+ };
+ static const struct
+ {
+ DWORD vertexmode, tablemode;
+ BOOL vs, ps;
+ D3DCOLOR color_left, color_right;
+ }
+ tests[] =
+ {
+ {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000},
+ {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000},
+ {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000},
+ {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000},
+
+ {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000},
+ {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000},
+ {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000},
+ {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000},
+ };
+ static const DWORD pixel_shader_code[] =
+ {
+ 0xffff0101, /* ps.1.1 */
+ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
+ 0x0000ffff
+ };
+ static const DWORD vertex_decl[] =
+ {
+ D3DVSD_STREAM(0),
+ D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */
+ D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */
+ D3DVSD_END()
+ };
+ static const DWORD vertex_shader_code[] =
+ {
+ 0xfffe0101, /* vs.1.1 */
+ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
+ 0x0000ffff
+ };
+ union
+ {
+ float f;
+ DWORD d;
+ } conv;
+ DWORD color;
+ HRESULT hr;
+ unsigned int i;
+ DWORD ps, vs;
+ D3DCAPS8 caps;
+
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
+ {
+ hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ }
+ else
+ {
+ skip("Vertex Shaders not supported, skipping some fog tests.\n");
+ vs = 0;
+ }
+ if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
+ {
+ hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ }
+ else
+ {
+ skip("Pixel Shaders not supported, skipping some fog tests.\n");
+ ps = 0;
+ }
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000);
+ ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr);
+
+ conv.f = 0.5f;
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d);
+ ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d);
+ ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
+
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
+ {
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+
+ if (!tests[i].vs)
+ {
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
+ }
+ else if (vs)
+ {
+ hr = IDirect3DDevice8_SetVertexShader(device, vs);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ }
+ else
+ {
+ continue;
+ }
+
+ if (!tests[i].ps)
+ {
+ hr = IDirect3DDevice8_SetPixelShader(device, 0);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+ }
+ else if (ps)
+ {
+ hr = IDirect3DDevice8_SetPixelShader(device, ps);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+ }
+ else
+ {
+ continue;
+ }
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode);
+ ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode);
+ ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+ color = getPixelColor(device, 310, 240);
+ ok(color_match(color, tests[i].color_left, 1),
+ "Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i);
+ color = getPixelColor(device, 330, 240);
+ ok(color_match(color, tests[i].color_right, 1),
+ "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i);
+ }
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetPixelShader(device, 0);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetVertexShader(device, 0);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ if (vs)
+ IDirect3DDevice8_DeleteVertexShader(device, vs);
+ if (ps)
+ IDirect3DDevice8_DeletePixelShader(device, ps);
+}
+
START_TEST(visual)
{
IDirect3DDevice8 *device_ptr;
@@ -3303,6 +3469,7 @@ START_TEST(visual)
multisample_copy_rects_test(device_ptr);
zenable_test(device_ptr);
resz_test(device_ptr);
+ fog_special_test(device_ptr);
cleanup:
if(device_ptr) {
--
1.8.1.5
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