[PATCH 3/5] d3d8/tests: Add a test for 2D D3DFMT_V16U16 textures.

Matteo Bruni mbruni at codeweavers.com
Fri Feb 20 06:06:04 CST 2015


---
 dlls/d3d8/tests/visual.c | 149 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 149 insertions(+)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 85b3fad..8028070 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -4727,6 +4727,154 @@ done:
     DestroyWindow(window);
 }
 
+static void v16u16_test(void)
+{
+    IDirect3DTexture8 *texture;
+    IDirect3DDevice8 *device;
+    D3DLOCKED_RECT rect;
+    IDirect3D8 *d3d;
+    unsigned int i;
+    D3DCOLOR color;
+    ULONG refcount;
+    D3DCAPS8 caps;
+    DWORD shader;
+    SHORT *texel;
+    HWND window;
+    HRESULT hr;
+
+    static const struct
+    {
+        struct vec3 position;
+        struct vec2 texcrd;
+    }
+    quads[] =
+    {
+        {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
+        {{-1.0f,  1.0f, 0.0f}, {0.0f, 1.0f}},
+        {{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
+        {{ 1.0f,  1.0f, 1.0f}, {1.0f, 1.0f}},
+    };
+    static const DWORD shader_code[] =
+    {
+        0xffff0101,                                                     /* ps_1_1               */
+        0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000,                 /* def c0, 0.5, 0.5,    */
+        0x3f000000, 0x3f000000,                                         /*         0.5, 0.5     */
+        0x00000042, 0xb00f0000,                                         /* tex t0               */
+        0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000,     /* mad r0, t0, c0, c0   */
+        0x0000ffff                                                      /* end                  */
+    };
+
+    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;
+    }
+
+    if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+            D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V16U16)))
+    {
+        skip("V16U16 textures are not supported, skipping test.\n");
+        IDirect3DDevice8_Release(device);
+        goto done;
+    }
+    hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+    ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
+    if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
+    {
+        skip("No pixel shader 1.1 support, skipping test.\n");
+        IDirect3DDevice8_Release(device);
+        goto done;
+    }
+
+    hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
+    ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader);
+    ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetPixelShader(device, shader);
+    ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr);
+
+    for (i = 0; i < 2; ++i)
+    {
+        D3DPOOL pool;
+
+        if (i)
+            pool = D3DPOOL_SYSTEMMEM;
+        else
+            pool = D3DPOOL_MANAGED;
+
+        hr = IDirect3DDevice8_CreateTexture(device, 1, 2, 1, 0, D3DFMT_V16U16,
+                pool, &texture);
+        ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+        hr = IDirect3DTexture8_LockRect(texture, 0, &rect, NULL, 0);
+        ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
+
+        texel = (SHORT *)((BYTE *)rect.pBits + 0 * rect.Pitch);
+        texel[0] = 32767;
+        texel[1] = 32767;
+        texel = (SHORT *)((BYTE *)rect.pBits + 1 * rect.Pitch);
+        texel[0] = -32768;
+        texel[1] = 0;
+
+        hr = IDirect3DTexture8_UnlockRect(texture, 0);
+        ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
+
+        if (i)
+        {
+            IDirect3DTexture8 *texture2;
+
+            hr = IDirect3DDevice8_CreateTexture(device, 1, 2, 1, 0, D3DFMT_V16U16,
+                    D3DPOOL_DEFAULT, &texture2);
+            ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+            hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture,
+                    (IDirect3DBaseTexture8 *)texture2);
+            ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
+
+            IDirect3DTexture8_Release(texture);
+            texture = texture2;
+        }
+
+        hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
+        ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
+        ok(SUCCEEDED(hr), "Failed to clear, 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, &quads[0], sizeof(*quads));
+        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);
+
+        color = getPixelColor(device, 320, 160);
+        ok (color_match(color, 0x000080ff, 2),
+                "Expected color 0x000080ff, got %#x, V16U16 input -32768, 0.\n", color);
+        color = getPixelColor(device, 320, 400);
+        ok (color_match(color, 0x00ffffff, 2),
+                "Expected color 0x00ffffff, got %#x, V16U16 input 32767, 32767.\n", color);
+
+        hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+        ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+        IDirect3DTexture8_Release(texture);
+    }
+
+    hr = IDirect3DDevice8_DeletePixelShader(device, shader);
+    ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr);
+    refcount = IDirect3DDevice8_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+    IDirect3D8_Release(d3d);
+    DestroyWindow(window);
+}
+
 static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags)
 {
     D3DSURFACE_DESC desc;
@@ -5729,6 +5877,7 @@ START_TEST(visual)
     fog_special_test();
     volume_dxt5_test();
     volume_v16u16_test();
+    v16u16_test();
     add_dirty_rect_test();
     test_3dc_formats();
     test_fog_interpolation();
-- 
2.0.5




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