Module: wine Branch: master Commit: 3bd99687a304b1b0c53b4452e3182d476bac64f0 URL: http://source.winehq.org/git/wine.git/?a=commit;h=3bd99687a304b1b0c53b4452e3...
Author: Matteo Bruni mbruni@codeweavers.com Date: Thu Nov 12 23:06:45 2015 +0100
d3d8/tests: Port test_shademode() to d3d8.
Signed-off-by: Matteo Bruni mbruni@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d8/tests/visual.c | 226 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 226 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 1e2b16b..7029551 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -8278,6 +8278,231 @@ static void test_uninitialized_varyings(void) DestroyWindow(window); }
+static void test_shademode(void) +{ + IDirect3DVertexBuffer8 *vb_strip; + IDirect3DVertexBuffer8 *vb_list; + IDirect3DDevice8 *device; + DWORD color0, color1; + BYTE *data = NULL; + IDirect3D8 *d3d; + ULONG refcount; + D3DCAPS8 caps; + DWORD vs, ps; + HWND window; + HRESULT hr; + UINT i; + static const DWORD decl[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), + D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), + D3DVSD_END() + }; + static const DWORD vs1_code[] = + { + 0xfffe0101, /* vs_1_1 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x00000001, 0xd00f0000, 0x90e40005, /* mov oD0, v5 */ + 0x0000ffff + }; + static const DWORD ps1_code[] = + { + 0xffff0101, /* ps_1_1 */ + 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ + 0x0000ffff + }; + static const struct + { + struct vec3 position; + DWORD diffuse; + } + quad_strip[] = + { + {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, + {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, + {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, + }, + quad_list[] = + { + {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, + {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, + + {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, + {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, + }; + static const struct test_shader + { + DWORD version; + const DWORD *code; + } + novs = {0, NULL}, + vs_1 = {D3DVS_VERSION(1, 1), vs1_code}, + nops = {0, NULL}, + ps_1 = {D3DPS_VERSION(1, 1), ps1_code}; + static const struct + { + const struct test_shader *vs, *ps; + DWORD primtype; + DWORD shademode; + DWORD color0, color1; + } + tests[] = + { + {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, + {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, + {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, + {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, + {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + {&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, + {&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, + }; + + 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"); + IDirect3D8_Release(d3d); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + + hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + hr = IDirect3DVertexBuffer8_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + memcpy(data, quad_strip, sizeof(quad_strip)); + hr = IDirect3DVertexBuffer8_Unlock(vb_strip); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + + hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + hr = IDirect3DVertexBuffer8_Lock(vb_list, 0, sizeof(quad_list), &data, 0); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + memcpy(data, quad_list, sizeof(quad_list)); + hr = IDirect3DVertexBuffer8_Unlock(vb_list); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + + /* Try it first with a TRIANGLESTRIP. Do it with different geometry because + * the color fixups we have to do for FLAT shading will be dependent on that. */ + + for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + { + if (tests[i].vs->version) + { + if (caps.VertexShaderVersion >= tests[i].vs->version) + { + hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs->code, &vs, 0); + ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, vs); + ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); + } + else + { + skip("Shader version unsupported, skipping some tests.\n"); + continue; + } + } + else + { + vs = 0; + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr); + } + if (tests[i].ps->version) + { + if (caps.PixelShaderVersion >= tests[i].ps->version) + { + hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps->code, &ps); + ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetPixelShader(device, ps); + ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); + } + else + { + skip("Shader version unsupported, skipping some tests.\n"); + if (vs) + { + IDirect3DDevice8_SetVertexShader(device, 0); + IDirect3DDevice8_DeleteVertexShader(device, vs); + } + continue; + } + } + else + { + ps = 0; + } + + hr = IDirect3DDevice8_SetStreamSource(device, 0, + tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, sizeof(quad_strip[0])); + ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); + ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode); + ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitive(device, tests[i].primtype, 0, 2); + 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); + + color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ + color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ + + /* For D3DSHADE_FLAT it should take the color of the first vertex of + * each triangle. This requires EXT_provoking_vertex or similar + * functionality being available. */ + /* PHONG should be the same as GOURAUD, since no hardware implements + * this. */ + ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n", + i, color0, tests[i].color0); + ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n", + i, color1, tests[i].color1); + + IDirect3DDevice8_SetVertexShader(device, 0); + IDirect3DDevice8_SetPixelShader(device, 0); + + if (ps) + IDirect3DDevice8_DeletePixelShader(device, ps); + if (vs) + IDirect3DDevice8_DeleteVertexShader(device, vs); + } + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + + IDirect3DVertexBuffer8_Release(vb_strip); + IDirect3DVertexBuffer8_Release(vb_list); + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + IDirect3D8_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; @@ -8341,4 +8566,5 @@ START_TEST(visual) test_fixed_function_fvf(); test_flip(); test_uninitialized_varyings(); + test_shademode(); }