[PATCH 3/5] d3d8/tests: Use a separate device for fog_with_shader_test().
Henri Verbeet
hverbeet at codeweavers.com
Fri Apr 18 01:15:57 CDT 2014
---
dlls/d3d8/tests/visual.c | 76 +++++++++++++++++++++++++++++++---------------
1 file changed, 52 insertions(+), 24 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 6158dee..2e6d6d2 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -634,16 +634,24 @@ static void fog_test(IDirect3DDevice8 *device)
* vertex fog with foggy vertex shader, non-linear
* fog with shader, non-linear fog with foggy shader,
* linear table fog with foggy shader */
-static void fog_with_shader_test(IDirect3DDevice8 *device)
+static void fog_with_shader_test(void)
{
+ /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */
+ DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0};
+ DWORD pixel_shader[2] = {0, 0};
+ IDirect3DDevice8 *device;
+ unsigned int i, j;
+ IDirect3D8 *d3d;
+ D3DCOLOR color;
+ ULONG refcount;
+ D3DCAPS8 caps;
+ HWND window;
HRESULT hr;
- DWORD color;
union
{
float f;
DWORD i;
} start, end;
- unsigned int i, j;
/* Basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
@@ -685,10 +693,6 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
D3DVSD_END()
};
static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f};
- /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */
- DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0};
- DWORD pixel_shader[2] = {0, 0};
-
/* This reference data was collected on a nVidia GeForce 7600GS
* driver version 84.19 DirectX version 9.0c on Windows XP */
static const struct test_data_t
@@ -816,12 +820,44 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
};
+ static const D3DMATRIX identity =
+ {{{
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ }}};
- /* NOTE: changing these values will not affect the tests with foggy vertex shader,
- * as the values are hardcoded in the shader constant */
+ window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d = Direct3DCreate8(D3D_SDK_VERSION);
+ ok(!!d3d, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ goto done;
+ }
+
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
+ {
+ skip("No vs_1_1 / ps_1_1 support, skipping tests.\n");
+ IDirect3DDevice8_Release(device);
+ goto done;
+ }
+
+ /* NOTE: changing these values will not affect the tests with foggy vertex
+ * shader, as the values are hardcoded in the shader constant. */
start.f = 0.1f;
end.f = 0.9f;
+ /* Some of the tests seem to depend on the projection matrix explicitly
+ * being set to an identity matrix, even though that's the default.
+ * (AMD Radeon HD 6310, Windows 7) */
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0);
@@ -873,7 +909,7 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
quad[2].z = 0.001f + j / 10.02f;
quad[3].z = 0.001f + j / 10.02f;
- hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0f, 0);
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
@@ -896,17 +932,14 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
}
}
- /* Reset states */
- hr = IDirect3DDevice8_SetVertexShader(device, 0);
- ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
- hr = IDirect3DDevice8_SetPixelShader(device, 0);
- ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
- hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
- ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
-
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]);
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]);
IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]);
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
}
static void cnd_test(void)
@@ -4890,15 +4923,9 @@ START_TEST(visual)
alpha_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
- {
test_scalar_instructions(device_ptr);
- if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
- fog_with_shader_test(device_ptr);
- }
else
- {
skip("No vs.1.1 support\n");
- }
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
@@ -4906,6 +4933,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
+ fog_with_shader_test();
cnd_test();
p8_texture_test();
texop_test();
--
1.7.10.4
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