[PATCH 5/5] wined3d: Add a test for POSITIONi shader input/outputs.
Matteo Bruni
mbruni at codeweavers.com
Fri Feb 6 08:25:35 CST 2015
---
dlls/d3d9/tests/visual.c | 212 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 212 insertions(+)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 0c10ffa..e2b7b81 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -17116,6 +17116,217 @@ static void test_negative_fixedfunction_fog(void)
DestroyWindow(window);
}
+static void test_position_index(void)
+{
+ static const D3DVERTEXELEMENT9 decl_elements[] =
+ {
+ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1},
+ D3DDECL_END()
+ };
+ /* Declaring (and using) a position1 output semantic in a VS fails at draw time on AMD
+ * but works on Nvidia.
+ * MSDN is not consistent on this point. */
+ static const DWORD vs_code[] =
+ {
+ 0xfffe0300, /* vs_3_0 */
+ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
+ 0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */
+ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */
+ 0x0200001f, 0x80010000, 0xe00f0001, /* dcl_position1 o1 */
+ 0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */
+ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
+ 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */
+ 0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */
+ 0x0000ffff /* end */
+ };
+ static const DWORD vs_code_2[] =
+ {
+ 0xfffe0300, /* vs_3_0 */
+ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
+ 0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */
+ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */
+ 0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */
+ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
+ 0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */
+ 0x0000ffff /* end */
+ };
+ static const DWORD ps_code[] =
+ {
+ 0xffff0300, /* ps_3_0 */
+ 0x0200001f, 0x80010000, 0x900f0000, /* dcl_position1 v0 */
+ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
+ 0x0000ffff /* end */
+ };
+ static const DWORD ps_code_2[] =
+ {
+ 0xffff0300, /* ps_3_0 */
+ 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */
+ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
+ 0x0000ffff /* end */
+ };
+ /* This one is considered invalid by the native shader assembler. */
+ static const DWORD ps_code_bad[] =
+ {
+ 0xffff0300, /* ps_3_0 */
+ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
+ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
+ 0x0000ffff /* end */
+ };
+ static const struct
+ {
+ struct vec3 position;
+ struct vec3 position1;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}},
+ {{-1.0f, 1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}},
+ {{ 1.0f, -1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}},
+ {{ 1.0f, 1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}},
+ };
+ static const struct
+ {
+ struct vec2 position;
+ D3DCOLOR expected_color;
+ D3DCOLOR broken_color;
+ }
+ expected_colors[] =
+ {
+ {{ 80, 240}, 0x00df2000, 0x00ff00ff},
+ {{240, 240}, 0x009f6000, 0x00ff00ff},
+ {{400, 240}, 0x00609f00, 0x00ff00ff},
+ {{560, 240}, 0x0020df00, 0x00ff00ff},
+ };
+ IDirect3D9 *d3d;
+ IDirect3DDevice9 *device;
+ IDirect3DVertexDeclaration9 *vertex_declaration;
+ IDirect3DVertexShader9 *vs, *vs2;
+ IDirect3DPixelShader9 *ps, *ps2;
+ D3DCAPS9 caps;
+ D3DCOLOR color;
+ ULONG refcount;
+ HWND window;
+ HRESULT hr;
+ unsigned int i;
+
+ window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d = Direct3DCreate9(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 = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)
+ || caps.PixelShaderVersion < D3DPS_VERSION(3, 0))
+ {
+ skip("Shader model 3.0 unsupported, skipping tests.\n");
+ IDirect3DDevice9_Release(device);
+ goto done;
+ }
+
+ hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
+ ok(SUCCEEDED(hr), "CreateVertexDeclaration failed, hr %#x\n", hr);
+
+ hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
+ ok(SUCCEEDED(hr), "SetVertexDeclaration failed, hr %#x\n", hr);
+
+ hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
+ ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreateVertexShader(device, vs_code_2, &vs2);
+ ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_SetVertexShader(device, vs);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_bad, &ps);
+ ok(hr == D3DERR_INVALIDCALL, "CreatePixelShader returned hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
+ ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_2, &ps2);
+ ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_SetPixelShader(device, ps);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 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, quad, sizeof(*quad));
+ 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);
+
+ for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i)
+ {
+ color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
+ ok (color_match(color, expected_colors[i].expected_color, 1)
+ || broken(color_match(color, expected_colors[i].broken_color, 1)),
+ "Got unexpected color 0x%08x, case %u.\n", color, i);
+ }
+
+ hr = IDirect3DDevice9_SetPixelShader(device, ps2);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 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, quad, sizeof(*quad));
+ 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);
+
+ for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i)
+ {
+ color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
+ ok (color_match(color, expected_colors[i].expected_color, 1)
+ || broken(color_match(color, expected_colors[i].broken_color, 1)),
+ "Got unexpected color 0x%08x, case %u.\n", color, i);
+ }
+
+ hr = IDirect3DDevice9_SetVertexShader(device, vs2);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 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, quad, sizeof(*quad));
+ 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);
+
+ for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i)
+ {
+ color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
+ ok (color_match(color, expected_colors[i].expected_color, 1),
+ "Got unexpected color 0x%08x, case %u.\n", color, i);
+ }
+
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+ IDirect3DPixelShader9_Release(ps2);
+ IDirect3DPixelShader9_Release(ps);
+ IDirect3DVertexShader9_Release(vs2);
+ IDirect3DVertexShader9_Release(vs);
+ IDirect3DVertexDeclaration9_Release(vertex_declaration);
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+
+done:
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
+}
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER9 identifier;
@@ -17226,4 +17437,5 @@ START_TEST(visual)
test_3dc_formats();
test_fog_interpolation();
test_negative_fixedfunction_fog();
+ test_position_index();
}
--
2.0.5
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