Module: wine Branch: master Commit: 71fe9ae7da09023baeb3c5b391c73cd28283bf05 URL: http://source.winehq.org/git/wine.git/?a=commit;h=71fe9ae7da09023baeb3c5b391...
Author: Fabian Bieler der.fabe@gmx.net Date: Fri Apr 20 15:25:35 2007 +0200
d3d9/tests: Fix fog with shader test.
---
dlls/d3d9/tests/visual.c | 58 +++++++++++++++++++++++----------------------- 1 files changed, 29 insertions(+), 29 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index bde2a5b..1e1368e 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -753,19 +753,19 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) /* only pixel shader: */ {0, 1, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 3, 0, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* vertex shader */ {1, 0, 0, 0, @@ -773,58 +773,58 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* vertex shader and pixel shader */ {1, 1, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, - 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}}, + 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* foggy vertex shader */ {2, 0, 0, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 1, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 2, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 3, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* foggy vertex shader and pixel shader */ {2, 1, 0, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 1, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 2, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 3, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, - 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}}, + 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
};
@@ -837,9 +837,6 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
- hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); - /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); @@ -875,10 +872,13 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) for(j=0; j < 11; j++) { /* Don't use the whole zrange to prevent rounding errors */ - quad[0].z = 0.001f + (float)j / 10.001f; - quad[1].z = 0.001f + (float)j / 10.001f; - quad[2].z = 0.001f + (float)j / 10.001f; - quad[3].z = 0.001f + (float)j / 10.001f; + quad[0].z = 0.001f + (float)j / 10.02f; + quad[1].z = 0.001f + (float)j / 10.02f; + quad[2].z = 0.001f + (float)j / 10.02f; + quad[3].z = 0.001f + (float)j / 10.02f; + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device); ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); @@ -896,7 +896,7 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j]) && abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13 && abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13, - "fog ps%i vs%i fvm%i ftm%i: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, color, test_data[i].color[j]); + "fog ps%i vs%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]); } }