Module: wine Branch: master Commit: e51f2a0e6e37be8ca90db9b5a7616413837d5be9 URL: http://source.winehq.org/git/wine.git/?a=commit;h=e51f2a0e6e37be8ca90db9b5a7...
Author: Stefan Dösinger stefan@codeweavers.com Date: Mon Jan 19 18:56:25 2009 +0100
d3d9: Test table fog and exp fog in the shader fog test.
---
dlls/d3d9/tests/visual.c | 49 +++++++++++++++++++++++++++++++++++++++++---- 1 files changed, 44 insertions(+), 5 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 6c26c6a..f1f140b 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -1320,9 +1320,9 @@ out: /* This test tests fog in combination with shaders. * What's tested: linear fog (vertex and table) with pixel shader * linear table fog with non foggy vertex shader - * vertex fog with foggy vertex shader - * What's not tested: non linear fog with shader - * table fog with foggy vertex shader + * vertex fog with foggy vertex shader, non-linear + * fog with shader, non-linear fog with foggy shader, + * linear table fog with foggy shader */ static void fog_with_shader_test(IDirect3DDevice9 *device) { @@ -1423,6 +1423,25 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* vertex shader and pixel shader */ + /* The next 4 tests would read the fog coord output, but it isn't available. + * The result is a fully fogged quad, no matter what the Z coord is. This is on + * a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent. + * These tests should be disabled if some other hardware behaves differently + */ + {1, 1, D3DFOG_NONE, D3DFOG_NONE, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, + 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, + {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, + 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, + {1, 1, D3DFOG_EXP, D3DFOG_NONE, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, + 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, + {1, 1, D3DFOG_EXP2, D3DFOG_NONE, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, + 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, + + /* These use the Z coordinate with linear table fog */ {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, @@ -1432,11 +1451,17 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, - {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
+ /* Non-linear table fog without fog coord */ + {1, 1, D3DFOG_NONE, D3DFOG_EXP, + {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, + 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, + {1, 1, D3DFOG_NONE, D3DFOG_EXP2, + {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, + 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
#if 0 /* FIXME: these fail on GeForce 8500 */ /* foggy vertex shader */ @@ -1454,7 +1479,9 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, #endif
- /* foggy vertex shader and pixel shader */ + /* foggy vertex shader and pixel shader. First 4 tests with vertex fog, + * all using the fixed fog-coord linear fog + */ {2, 1, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, @@ -1468,6 +1495,18 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
+ /* These use table fog. Here the shader-provided fog coordinate is + * ignored and the z coordinate used instead + */ + {2, 1, D3DFOG_NONE, D3DFOG_EXP, + {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, + 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, + {2, 1, D3DFOG_NONE, D3DFOG_EXP2, + {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, + 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, + {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, + {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, + 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, };
/* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/