[PATCH 4/5] d3d9/tests: Use an easier to debug texture in generate_bumpmap_textures().
Henri Verbeet
hverbeet at codeweavers.com
Tue Apr 1 02:50:47 CDT 2014
This makes it much easier to determine what went wrong if an implementation
samples from the wrong location.
---
dlls/d3d9/tests/visual.c | 103 +++++++++++++++++++++++-----------------------
1 file changed, 52 insertions(+), 51 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 80e8be9..c79e6f2 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -2165,10 +2165,7 @@ static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 128; ++x)
{
- if(y>62 && y<66 && x>62 && x<66)
- *ptr++ = 0xffffffff;
- else
- *ptr++ = 0xff000000;
+ *ptr++ = D3DCOLOR_ARGB(0xff, x * 2, y * 2, 0);
}
}
else
@@ -2254,17 +2251,17 @@ static void texbem_test(void)
};
static const float quad[][7] =
{
- {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
- {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
- { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
- { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
+ {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
+ {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
+ { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] =
{
- {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
- {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
- { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
- { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
+ {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
+ {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
+ { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
+ { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
static const float double_quad[] =
{
@@ -2319,11 +2316,11 @@ static void texbem_test(void)
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
- hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
- ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
-
for(i=0; i<2; i++)
{
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
+ ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
+
if(i)
{
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
@@ -2352,14 +2349,20 @@ static void texbem_test(void)
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
- color = getPixelColor(device, 320-32, 240);
- ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 320+32, 240);
- ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 320, 240-32);
- ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 320, 240+32);
- ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+ /* The Window 8 testbot (WARP) seems to use the transposed
+ * D3DTSS_BUMPENVMAT matrix. */
+ color = getPixelColor(device, 160, 240);
+ ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00007e00, 4)),
+ "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 480, 240);
+ ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00fe7e00, 4)),
+ "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 120);
+ ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x0080fe00, 4)),
+ "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 360);
+ ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00800000, 4)),
+ "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
@@ -2501,8 +2504,11 @@ static void texbem_test(void)
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ /* The Window 8 testbot (WARP) seems to use the transposed
+ * D3DTSS_BUMPENVMAT matrix. */
color = getPixelColor(device, 320, 240);
- ok(color == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
+ ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x0000ffff, 1)),
+ "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
@@ -8783,11 +8789,12 @@ static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
IDirect3DTexture9 *tex1, *tex2;
D3DLOCKED_RECT locked_rect;
- static const float quad[][7] = {
- {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
- {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
- { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
- { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
+ static const float quad[][7] =
+ {
+ {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
+ {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
+ { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
@@ -8880,28 +8887,22 @@ static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
- /* on MacOS(10.5.4, radeon X1600), the white dots are have color 0x00fbfbfb rather than 0x00ffffff. This is
- * kinda strange since no calculations are done on the sampled colors, only on the texture coordinates.
- * But since testing the color match is not the purpose of the test don't be too picky
- */
- color = getPixelColor(device, 320-32, 240);
- ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 320+32, 240);
- ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 320, 240-32);
- ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 320, 240+32);
- ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 320, 240);
- ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
- color = getPixelColor(device, 320+32, 240+32);
- ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
- color = getPixelColor(device, 320-32, 240+32);
- ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
- color = getPixelColor(device, 320+32, 240-32);
- ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
- color = getPixelColor(device, 320-32, 240-32);
- ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
+ color = getPixelColor(device, 240, 60);
+ ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 400, 60);
+ ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 80, 180);
+ ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 560, 180);
+ ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 80, 300);
+ ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 560, 300);
+ ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 240, 420);
+ ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 400, 420);
+ ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
--
1.7.10.4
More information about the wine-patches
mailing list