[PATCH 1/5] d3d9/tests: Clean up yuv_color_test.

Stefan Dösinger stefan at codeweavers.com
Thu Feb 13 16:10:03 CST 2014


Whitespaces, make test data static const, make color a DWORD, don't set surface
and target to NULL redundantly, update ok messages to be in line with new tests.
---
 dlls/d3d9/tests/visual.c | 148 +++++++++++++++++++++++------------------------
 1 file changed, 74 insertions(+), 74 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 2c34999..1c46417 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -10373,122 +10373,122 @@ static void texop_test(IDirect3DDevice9 *device)
     IDirect3DVertexDeclaration9_Release(vertex_declaration);
 }
 
-static void yuv_color_test(IDirect3DDevice9 *device) {
+static void yuv_color_test(IDirect3DDevice9 *device)
+{
     HRESULT hr;
-    IDirect3DSurface9 *surface = NULL, *target = NULL;
+    IDirect3DSurface9 *surface, *target;
     unsigned int fmt, i;
     D3DFORMAT format;
     const char *fmt_string;
     D3DLOCKED_RECT lr;
     IDirect3D9 *d3d;
-    HRESULT color;
-    DWORD ref_color_left, ref_color_right;
+    DWORD ref_color_left, ref_color_right, color;
 
-    struct {
-        DWORD in;           /* The input color */
-        DWORD uyvy_left;    /* "in" interpreted as uyvy and transformed to RGB, pixel 1/1*/
-        DWORD uyvy_right;   /* "in" interpreted as uyvy and transformed to RGB, pixel 2/1*/
-        DWORD yuy2_left;    /* "in" interpreted as yuy2 and transformed to RGB, pixel 1/1 */
-        DWORD yuy2_right;   /* "in" interpreted as yuy2 and transformed to RGB, pixel 2/1 */
-    } test_data[] = {
-    /* Originally I wanted to avoid being evil, and set Y1 = Y2 to avoid triggering troubles in shader converters,
-     * but the main difference between YUY2 and UYVY is the swapped ordering of the chroma and luminance
-     * values. However, handling the two Y's properly could have a big impact on image quality, so be picky about
-     * that
-     */
-      { 0x00000000, 0x00008700, 0x00008700, 0x00008700, 0x00008700 },
-      { 0xff000000, 0x00008700, 0x004bff1c, 0x00b30000, 0x00b30000 },
-      { 0x00ff0000, 0x00b30000, 0x00b30000, 0x00008700, 0x004bff1c },
-      { 0x0000ff00, 0x004bff1c, 0x00008700, 0x000030e1, 0x000030e1 },
-      { 0x000000ff, 0x000030e1, 0x000030e1, 0x004bff1c, 0x00008700 },
-      { 0xffff0000, 0x00b30000, 0x00ffd01c, 0x00b30000, 0x00ffd01c },
-      { 0xff00ff00, 0x004bff1c, 0x004bff1c, 0x00b300e1, 0x00b300e1 },
-      { 0xff0000ff, 0x000030e1, 0x004bffff, 0x00ffd01c, 0x00b30000 },
-      { 0x00ffff00, 0x00ffd01c, 0x00b30000, 0x000030e1, 0x004bffff },
-      { 0x00ff00ff, 0x00b300e1, 0x00b300e1, 0x004bff1c, 0x004bff1c },
-      { 0x0000ffff, 0x004bffff, 0x000030e1, 0x004bffff, 0x000030e1 },
-      { 0xffffff00, 0x00ffd01c, 0x00ffd01c, 0x00b300e1, 0x00ff79ff },
-      { 0xffff00ff, 0x00b300e1, 0x00ff79ff, 0x00ffd01c, 0x00ffd01c },
-      { 0xffffffff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff },
-
-      { 0x4cff4c54, 0x00ff0000, 0x00ff0000, 0x000b8b00, 0x00b6ffa3 },
-      { 0x00800080, 0x00000000, 0x00000000, 0x0000ff00, 0x0000ff00 },
-      { 0xff80ff80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff },
-      { 0x1c6b1cff, 0x000000fd, 0x000000fd, 0x006dff45, 0x0000d500 },
+    static const struct
+    {
+        DWORD in;           /* The input color. */
+        DWORD uyvy_left;    /* "in" interpreted as uyvy and transformed to RGB, pixel 1/1. */
+        DWORD uyvy_right;   /* "in" interpreted as uyvy and transformed to RGB, pixel 2/1. */
+        DWORD yuy2_left;    /* "in" interpreted as yuy2 and transformed to RGB, pixel 1/1. */
+        DWORD yuy2_right;   /* "in" interpreted as yuy2 and transformed to RGB, pixel 2/1. */
+    }
+    test_data[] =
+    {
+        {0x00000000, 0x00008700, 0x00008700, 0x00008700, 0x00008700},
+        {0xff000000, 0x00008700, 0x004bff1c, 0x00b30000, 0x00b30000},
+        {0x00ff0000, 0x00b30000, 0x00b30000, 0x00008700, 0x004bff1c},
+        {0x0000ff00, 0x004bff1c, 0x00008700, 0x000030e1, 0x000030e1},
+        {0x000000ff, 0x000030e1, 0x000030e1, 0x004bff1c, 0x00008700},
+        {0xffff0000, 0x00b30000, 0x00ffd01c, 0x00b30000, 0x00ffd01c},
+        {0xff00ff00, 0x004bff1c, 0x004bff1c, 0x00b300e1, 0x00b300e1},
+        {0xff0000ff, 0x000030e1, 0x004bffff, 0x00ffd01c, 0x00b30000},
+        {0x00ffff00, 0x00ffd01c, 0x00b30000, 0x000030e1, 0x004bffff},
+        {0x00ff00ff, 0x00b300e1, 0x00b300e1, 0x004bff1c, 0x004bff1c},
+        {0x0000ffff, 0x004bffff, 0x000030e1, 0x004bffff, 0x000030e1},
+        {0xffffff00, 0x00ffd01c, 0x00ffd01c, 0x00b300e1, 0x00ff79ff},
+        {0xffff00ff, 0x00b300e1, 0x00ff79ff, 0x00ffd01c, 0x00ffd01c},
+        {0xffffffff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff},
+        {0x4cff4c54, 0x00ff0000, 0x00ff0000, 0x000b8b00, 0x00b6ffa3},
+        {0x00800080, 0x00000000, 0x00000000, 0x0000ff00, 0x0000ff00},
+        {0xff80ff80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff},
+        {0x1c6b1cff, 0x000000fd, 0x000000fd, 0x006dff45, 0x0000d500},
     };
 
     hr = IDirect3DDevice9_GetDirect3D(device, &d3d);
-    ok(hr == D3D_OK, "IDirect3DDevice9_GetDirect3D failed, hr = %08x\n", hr);
+    ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
     hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
-    ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %08x\n", hr);
-
-    hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX0);
-    ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr);
+    ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
 
-    for(fmt = 0; fmt < 2; fmt++) {
-        if(fmt == 0) {
-            format = D3DFMT_UYVY;
-            fmt_string = "D3DFMT_UYVY";
-        } else {
+    for (fmt = 0; fmt < 2; fmt++)
+    {
+        if (fmt)
+        {
             format = D3DFMT_YUY2;
             fmt_string = "D3DFMT_YUY2";
         }
+        else
+        {
+            format = D3DFMT_UYVY;
+            fmt_string = "D3DFMT_UYVY";
+        }
 
-        /* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect. Thus use
-                       * StretchRect to draw the YUV surface onto the screen instead of drawPrimitive
-                       */
-        if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
-                                        D3DRTYPE_SURFACE, format) != D3D_OK) {
-            skip("%s is not supported\n", fmt_string);
+        /* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect.
+         * Thus use StretchRect to draw the YUV surface onto the screen instead of drawPrimitive. */
+        if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
+                D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, format)))
+        {
+            skip("%s is not supported.\n", fmt_string);
             continue;
         }
 
-        /* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1
+        /* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1.
          * However, Nvidia Windows drivers have problems with 2x1 YUY2/UYVY surfaces, so use a 4x1 surface and
          * fill the second block with dummy data. If the surface has a size of 2x1, those drivers ignore the
          * second luminance value, resulting in an incorrect color in the right pixel. */
         hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 4, 1, format, D3DPOOL_DEFAULT, &surface, NULL);
-        ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %08x\n", hr);
+        ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
 
-        for(i = 0; i < (sizeof(test_data)/sizeof(test_data[0])); i++) {
-            if(fmt == 0) {
-                ref_color_left = test_data[i].uyvy_left;
-                ref_color_right = test_data[i].uyvy_right;
-            } else {
+        for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++)
+        {
+            if (fmt)
+            {
                 ref_color_left = test_data[i].yuy2_left;
                 ref_color_right = test_data[i].yuy2_right;
             }
+            else
+            {
+                ref_color_left = test_data[i].uyvy_left;
+                ref_color_right = test_data[i].uyvy_right;
+            }
 
-            memset(&lr, 0, sizeof(lr));
             hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
-            ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %08x\n", hr);
-            ((DWORD *) lr.pBits)[0] = test_data[i].in;
-            ((DWORD *) lr.pBits)[1] = 0x00800080;
+            ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
+            ((DWORD *)lr.pBits)[0] = test_data[i].in;
+            ((DWORD *)lr.pBits)[1] = 0x00800080;
             hr = IDirect3DSurface9_UnlockRect(surface);
-            ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %08x\n", hr);
+            ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
 
-            hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
-            ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
+            hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0);
+            ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
             hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT);
-            ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with 0x%08x\n", hr);
+            ok(SUCCEEDED(hr), "Failed to draw surface onto backbuffer, hr %#x.\n", hr);
 
             /* Native D3D can't resist filtering the YUY surface, even though we asked it not to do so above. To
              * prevent running into precision problems, read a far left and far right pixel. In the future we may
              * want to add tests for the filtered pixels as well.
              *
-             * Unfortunately different implementations(Windows-NV and Mac-ATI tested) interpret some colors vastly
-             * differently, so we need a max diff of 18
-             */
+             * Unfortunately different implementations(Windows-NV and Mac-AMD tested) interpret some colors vastly
+             * differently, so we need a max diff of 18. */
             color = getPixelColor(device, 1, 240);
             ok(color_match(color, ref_color_left, 18),
-               "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s\n",
-               test_data[i].in, color, ref_color_left, fmt_string);
+                    "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s.\n",
+                    test_data[i].in, color, ref_color_left, fmt_string);
             color = getPixelColor(device, 318, 240);
             ok(color_match(color, ref_color_right, 18),
-               "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s\n",
-               test_data[i].in, color, ref_color_right, fmt_string);
+                    "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s.\n",
+                    test_data[i].in, color, ref_color_right, fmt_string);
             hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
-            ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
+            ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
         }
         IDirect3DSurface9_Release(surface);
     }
-- 
1.8.3.2




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