- Test texld/texldp/texldd/texldb/texldl in PS and FFP - Test supported/unsupported texture formats on FFP/texld/texldp - Test 3dtextures (Disabled due to FIXME in wine) - Test depth textures on PS (FFP is broken on windows)
Signed-off-by: Daniel Ansorregui mailszeros@gmail.com --- dlls/d3d9/tests/visual.c | 568 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 568 insertions(+)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 51229f2b82..20c19f13f7 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -15104,6 +15104,573 @@ done: DestroyWindow(window); }
+static void fetch4_test(void) +{ + static const DWORD vs_code[] = + { + 0xfffe0300, /* vs_3_0 */ + 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ + 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ + 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ + 0x0200001f, 0x80000005, 0xe00f0001, /* dcl_texcoord o1 */ + 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ + 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ + 0x0000ffff + }; + static const DWORD ps_code_texld[] = + { + /* Test texld */ + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x03000042, 0x800f0000, 0x90e40000, 0xa0e40800, /* texld r0, v0, s0 */ + 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ + 0x0000ffff /* end */ + }; + static const DWORD ps_code_texldp[] = + { + /* Test texldp : It should not apply any projection with Fetch4. Same result as texld */ + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f000000, 0x3f000000, /* def c0, 0.0, 0.0, 0.5, 0.5 */ + 0x03000002, 0x800f0000, 0x90e40000, 0xa0e40000, /* add r0, v0, c0 */ + 0x03010042, 0x800f0000, 0x80e40000, 0xa0e40800, /* texldp r0, r0, s0 */ + 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ + 0x0000ffff, /* end */ + }; + static const DWORD ps_code_texldd[] = + { + /* Test texldd : Fetch4 uses the same D3D state as LOD bias, therefore disables LOD. + * Sampling LOD gradient should be ignored. Same result as texld */ + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ + 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */ + 0x02000001, 0x800f0002, 0xa0e40000, /* mov r2, c0 */ + 0x0500005d, 0x800f0000, 0x90e40000, 0xa0e40800, 0xa0e40000, 0x80e40002, /* texldd r0, v0, s0, c0, r2 */ + 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ + 0x0000ffff, /* end */ + }; + static const DWORD ps_code_texldb[] = + { + /* Test texldb : Fetch4 uses the same D3D state as LOD bias, therefore disables LOD. + * Same result as texld */ + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x40a00000, 0x40a00000, /* def c0, 0.0, 0.0, 5.0, 5.0 */ + 0x03000002, 0x800f0000, 0x90e40000, 0xa0e40000, /* add r0, v0, c0 */ + 0x03020042, 0x800f0000, 0x80e40000, 0xa0e40800, /* texldb r0, r0, s0 */ + 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ + 0x0000ffff, /* end */ + }; + static const DWORD ps_code_texldl[] = + { + /* Test texldl : Fetch4 uses the same D3D state as LOD bias, therefore disables LOD. + * The explicit LOD level is then ignored. Same result as texld */ + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f000000, 0x3f000000, /* def c0, 0.0, 0.0, 0.5, 0.5 */ + 0x03000002, 0x800f0000, 0x90e40000, 0xa0e40000, /* add r0, v0, c0 */ + 0x0300005f, 0x800f0000, 0x80e40000, 0xa0e40800, /* texldl r0, r0, s0 */ + 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ + 0x0000ffff, /* end */ + }; + static const DWORD ps_code_3d[] = + { + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */ + 0x03000042, 0x800f0000, 0x90e40000, 0xa0e40800, /* texld r0, v0, s0 */ + 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ + 0x0000ffff /* end */ + }; + + static const struct + { + struct vec3 position; + struct vec3 texcoord; + } + quad[] = + { + /* Tilted on Z axis to get a depth gradient in the depth test */ + /* NOTE: Using 0.55f-0.6f to avoid rounding errors on depth tests */ + {{-1.0f, 1.0f, 1.0f}, {0.0f,0.0f,0.6f} }, + {{ 1.0f, 1.0f, 0.0f}, {1.0f,0.0f,0.6f} }, + {{-1.0f,-1.0f, 0.0f}, {0.0f,1.0f,0.6f} }, + {{ 1.0f,-1.0f, 0.0f}, {1.0f,1.0f,0.6f} } + }; + + static const struct + { + UINT x, y; + D3DCOLOR color; + } + expected_colors[] = + { + { 40, 30, 0x23102013},{160, 30, 0x22132312},{320, 30, 0x21122211}, + {480, 30, 0x20112110},{600, 30, 0x23102013}, + { 40,120, 0x13011002},{160,120, 0x120213f2},{320,120, 0x11f212f1}, + {480,120, 0x10f11101},{600,120, 0x13011002}, + { 40,240, 0x02030104},{160,240, 0xf20402f4},{320,240, 0xf1f4f2f3}, + {480,240, 0x01f3f103},{600,240, 0x02030104}, + { 40,360, 0x04200323},{160,360, 0xf4230422},{320,360, 0xf322f421}, + {480,360, 0x0321f320},{600,360, 0x04200323}, + { 40,450, 0x23102013},{160,450, 0x22132312},{320,450, 0x21122211}, + {480,450, 0x20112110},{600,450, 0x23102013}, + }; + + static const DWORD fetch4_data[] = {0x10111213, 0x01f1f202, 0x03f3f404, 0x20212223}; + + static struct + { + IDirect3DVertexShader9 *vs; + IDirect3DPixelShader9 *ps; + const DWORD *ps_code; + const char *name; + } + shaders[] = + { + {NULL, NULL, NULL, "Fixed Function Pipeline"}, + {NULL, NULL, ps_code_texld, "texld"}, + {NULL, NULL, ps_code_texldp, "texldp"}, + {NULL, NULL, ps_code_texldd, "texldd"}, + {NULL, NULL, ps_code_texldb, "texldb"}, + {NULL, NULL, ps_code_texldl, "texldl"}, + }; + + static const struct + { + D3DFORMAT format; /* The format of the texture */ + DWORD data; /* The data we will write to the first line */ + D3DCOLOR expected_color[3]; /* Test FFP, texld and texldp as in "shaders" struct */ + UINT x, y; /* Where we expect the color to be */ + BOOL disable_alpha_wine; /* Do not check alpha color on wine (A8 is known to be broken) */ + } + format_tests[] = + { + /* Enabled formats */ + {D3DFMT_L8, 0xff804010, {0x00400010, 0x00400010, 0x00400010}, 40, 30, FALSE}, + {D3DFMT_L16, 0xff804010, {0x00ff0040, 0x00ff0040, 0x00ff0040}, 40, 30, FALSE}, + {D3DFMT_R16F, 0x38003c00, {0x008000ff, 0x008000ff, 0x008000ff}, 40, 30, FALSE}, + {D3DFMT_R32F, 0x3f000000, {0x00000080, 0x00000080, 0x00000080}, 40, 30, FALSE}, + + /* Disabled formats */ + {D3DFMT_A8, 0xff804010, {0x00000000, 0x00000000, 0x00000000}, 40, 30, TRUE}, + {D3DFMT_A8R8G8B8, 0xff804010, {0x64321906, 0x64321906, 0x562b1605}, 40, 30, FALSE}, + }; + + static const struct + { + D3DCOLOR color[2]; /* FETCH4 off and on */ + UINT x, y; + } + expected_depth[][4] = + { + { + /* This is the expected result for shadow samplers */ + {{0x8f8f8f8f,0x8f8f8f8f}, 20, 15}, + {{0xbfbfbfbf,0xbfbfbfbf},240, 15}, + {{0x60606060,0x60606060}, 20,240}, + {{0x40404040,0x40404040},240,120}, + }, + { + /* This is the expected result with DF16 */ + {{0xff9b00ff,0x202000ff}, 20, 15}, + {{0xff8300ff,0x00bf009f},240, 15}, + {{0xff6c00ff,0x9f000080}, 20,240}, + {{0xff8000ff,0x80809f60},240,120}, + }, + { + /* This is the expected result with DF24 */ + {{0xff9bffff,0x202000ff}, 20, 15}, + {{0xff83ffff,0x00bf009f},240, 15}, + {{0xff6cffff,0x9f000080}, 20,240}, + {{0xff80ffff,0x80809f60},240,120}, + } + }; + + static const struct + { + D3DFORMAT format; + const char *name; + UINT index; + } + depth_tests[] = + { + {D3DFMT_D16_LOCKABLE, "D16_LOCKABLE", 0}, + {D3DFMT_D32, "D32", 0}, + {D3DFMT_D15S1, "D15S1", 0}, + {D3DFMT_D24S8, "D24S8", 0}, + {D3DFMT_D24X8, "D24X8", 0}, + {D3DFMT_D24X4S4, "D24X4S4", 0}, + {D3DFMT_D16, "D16", 0}, + {D3DFMT_D32F_LOCKABLE, "D32F_LOCKABLE", 0}, + {D3DFMT_D24FS8, "D24FS8", 0}, + {D3DFMT_DF16, "DF16", 1}, + {D3DFMT_DF24, "DF24", 2}, + }; + + IDirect3DSurface9 *original_ds, *original_rt, *rt; + IDirect3DVolumeTexture9 *texture3D; + IDirect3DPixelShader9 *ps_3d; + struct surface_readback rb; + IDirect3DVertexShader9 *vs; + IDirect3DTexture9 *texture; + IDirect3DDevice9 *device; + D3DLOCKED_RECT lr; + D3DLOCKED_BOX lb; + IDirect3D9 *d3d; + ULONG refcount; + D3DCAPS9 caps; + UINT i, j, k; + HWND window; + HRESULT hr; + + window = create_window(); + d3d = Direct3DCreate9(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('D','F','2','4')))) + { + skip("No DF24 support, skipping FETCH4 test.\n"); + goto done; + } + 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), "GetDeviceCaps failed, hr %#x.\n", hr); + if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0)) + { + skip("No pixel shader 3.0 support, skipping FETCH4 test.\n"); + IDirect3DDevice9_Release(device); + goto done; + } + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreateRenderTarget(device, 8, 8, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + + /* Create our texture for FETCH4 shader testing */ + hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL); + ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); + hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); + ok(hr == D3D_OK, "Failed to lock texture, hr %#x.\n", hr); + for (i = 0; i < 4; ++i) + memcpy((BYTE *)lr.pBits + i*lr.Pitch, &fetch4_data[i], sizeof(fetch4_data[i])); + hr = IDirect3DTexture9_UnlockRect(texture, 0); + ok(hr == D3D_OK, "Failed to unlock texture, hr %#x.\n", hr); + + /* Create vertex shader */ + hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); + ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); + /* Prepare the pixel shaders */ + for (i = 0; i < ARRAY_SIZE(shaders); ++i) + { + if (shaders[i].ps_code) + { + hr = IDirect3DDevice9_CreatePixelShader(device, shaders[i].ps_code, &shaders[i].ps); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + /* Copy vertex shader pointer if a PS is present */ + shaders[i].vs = vs; + } + } + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_3d, &ps_3d); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); + ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); + + /* According to the spec, FETCH4 is enabled when D3DSAMP_MIPMAPLODBIAS == GET4 + and also D3DSAMP_MAGFILTER == D3DTEXF_POINT. But apparently only GET4 is needed + So the tests exercices that only GET4 is required, and any other parameter will work */ + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G','E','T','4')); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + + /*********************************************************************** + * Tests for FFP/PS correctness when using L8 texture with fetch4. * + ***********************************************************************/ + + /* Render with fetch4 and test if we obtain proper results for all sampler FFP/PS instructions */ + for (i = 0; i < ARRAY_SIZE(shaders); ++i) + { + hr = IDirect3DDevice9_SetVertexShader(device, shaders[i].vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, shaders[i].ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + get_rt_readback(original_rt, &rb); + for (j = 0; j < ARRAY_SIZE(expected_colors); ++j) + { + D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); + ok(color_match(color, expected_colors[j].color, 1), + "Test %s Expected color 0x%08x at (%u, %u), got 0x%08x.\n", shaders[i].name, + expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, color); + } + release_surface_readback(&rb); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + } + + /*************************************************************************** + * Tests for fetch4 enable/disable with different texture formats in FFP/PS. * + ***************************************************************************/ + + /* Create the textures to test FETCH4 does work/not work there as expected */ + for (i = 0; i < ARRAY_SIZE(format_tests); ++i) + { + IDirect3DTexture9 *tex; + hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, format_tests[i].format, + D3DPOOL_MANAGED, &tex, NULL); + ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); + hr = IDirect3DTexture9_LockRect(tex, 0, &lr, NULL, 0); + ok(hr == D3D_OK, "Failed to lock texture, hr %#x.\n", hr); + memcpy(lr.pBits, &format_tests[i].data, 4); + hr = IDirect3DTexture9_UnlockRect(tex, 0); + ok(hr == D3D_OK, "Failed to unlock texture, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex); + ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); + + /* Test if FETCH4 is enabled/disabled when different textures are used with FFP/texld/texldp */ + for (j = 0; j < 3; ++j) + { + hr = IDirect3DDevice9_SetVertexShader(device, shaders[j].vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, shaders[j].ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + get_rt_readback(original_rt, &rb); + D3DCOLOR color = get_readback_color(&rb, format_tests[i].x, format_tests[i].y); + D3DCOLOR expected_color = format_tests[i].expected_color[j]; + /* FIXME: A8 gives different results, therefore we do not test alpha channel + * Fetch4 affects all 4 channels, and the test will catch errors anyway */ + ok(color_match(color & 0x00ffffff, expected_color & 0x00ffffff, 1), + "Test %d,%s expected color 0x%08x at (%u, %u), got 0x%08x.\n", i, shaders[j].name, + expected_color & 0x00ffffff, format_tests[i].x, format_tests[i].y, color & 0x00ffffff); + /* If the format gives proper alpha result, test the full color */ + todo_wine_if(format_tests[i].disable_alpha_wine) ok(color_match(color, expected_color, 1), + "Test %d,%s expected color 0x%08x at (%u, %u), got 0x%08x.\n", i, shaders[j].name, + expected_color, format_tests[i].x, format_tests[i].y, color); + release_surface_readback(&rb); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + } + IDirect3DTexture9_Release(tex); + } + + /************************************************** + * Tests that fetch4 works with 3D textures. * + **************************************************/ + + /* Create volume (3D) texture */ + IDirect3DDevice9_CreateVolumeTexture(device, 4, 4, 2, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture3D, NULL ); + ok(hr == D3D_OK, "Failed to create volume texture, hr %#x.\n", hr); + hr = IDirect3DVolumeTexture9_LockBox(texture3D, 0, &lb, NULL, 0); + ok(hr == D3D_OK, "Failed to lock texture3D, hr %#x.\n", hr); + for (i = 0; i < 4; ++i) + { + memcpy((BYTE *)lb.pBits + i*lb.RowPitch, &fetch4_data[i], sizeof(fetch4_data[i])); + /* Shift the lower level, to keep it different */ + memcpy((BYTE *)lb.pBits + i*lb.RowPitch + lb.SlicePitch, &fetch4_data[(i+1)%4], sizeof(fetch4_data[i])); + } + hr = IDirect3DVolumeTexture9_UnlockBox(texture3D, 0); + ok(hr == D3D_OK, "Failed to unlock texture3D, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture3D); + ok(hr == D3D_OK, "Failed to set texture3D, hr %#x.\n", hr); + + /* Test FFP and texld with dcl_volume (ps_3d) */ + for (i = 0; i < 2; ++i) + { + hr = IDirect3DDevice9_SetVertexShader(device, i ? vs : NULL); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, i ? ps_3d : NULL); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + get_rt_readback(original_rt, &rb); + for (j = 0; j < ARRAY_SIZE(expected_colors); ++j) + { + D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); + /* FIXME: Fetch4 on 3D texture is like sampling a 2DArray at .xy0 with Fetch4 enabled + * Currently unimplemented on wine due to lack of GL functionality to cast 3D->2DArray + * Wine produces same results as if fetch4 is not enabled. Passes on w10 */ + todo_wine ok(color_match(color, expected_colors[j].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, color); + } + release_surface_readback(&rb); + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + } + + /******************************************************** + * Tests for fetch4 enable/disable with depth textures. * + ********************************************************/ + + for (i = 0; i < ARRAY_SIZE(depth_tests); ++i) + { + D3DFORMAT format = depth_tests[i].format; + IDirect3DTexture9 *depth_texture; + IDirect3DSurface9 *ds; + + if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format))) + continue; + + hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, + D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &depth_texture, NULL); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + hr = IDirect3DTexture9_GetSurfaceLevel(depth_texture, 0, &ds); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); + ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetVertexShader(device, NULL); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, NULL); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(hr == D3D_OK, "Failed to set texture3D, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, + D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G','E','T','1')); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + + /* Setup the depth/stencil surface. */ + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + /* Render to the depth surface */ + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); + ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); + IDirect3DSurface9_Release(ds); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)depth_texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + + /* Set a shader for depth sampling, otherwise windows does not show anything */ + hr = IDirect3DDevice9_SetVertexShader(device, vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, shaders[1].ps); /* same as texld */ + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + for (j = 0; j < 2; ++j){ + hr = IDirect3DDevice9_SetSamplerState(device, 0, + D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G','E','T', j ? '4' : '1' )); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + + /* Do the actual shadow mapping. */ + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + get_rt_readback(original_rt, &rb); + for (k = 0; k < ARRAY_SIZE(expected_depth[depth_tests[i].index]); ++k) + { + UINT x = expected_depth[depth_tests[i].index][k].x; + UINT y = expected_depth[depth_tests[i].index][k].y; + D3DCOLOR expected_color = expected_depth[depth_tests[i].index][k].color[j]; + D3DCOLOR color = get_readback_color(&rb, x, y); + /* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8, + * whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb. + * Accept alpha mismatches as broken but make sure to check the color channels. */ + ok(color_match(color, expected_color, 2) + || broken(color_match(color & 0x00ffffff, expected_color & 0x00ffffff, 0)), + "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", + expected_color, x, y, depth_tests[i].name, color); + } + release_surface_readback(&rb); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + } + + hr = IDirect3DDevice9_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + IDirect3DTexture9_Release(depth_texture); + } + + IDirect3DVolumeTexture9_Release(texture3D); + IDirect3DTexture9_Release(texture); + for (i = 0; i < ARRAY_SIZE(shaders); ++i) + if (shaders[i].ps) + IDirect3DPixelShader9_Release(shaders[i].ps); + IDirect3DPixelShader9_Release(ps_3d); + IDirect3DVertexShader9_Release(vs); + IDirect3DSurface9_Release(rt); + IDirect3DSurface9_Release(original_ds); + IDirect3DSurface9_Release(original_rt); + refcount = IDirect3DDevice9_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D9_Release(d3d); + DestroyWindow(window); +} + static void shadow_test(void) { static const DWORD ps_code[] = @@ -24480,6 +25047,7 @@ START_TEST(visual) depth_buffer2_test(); depth_blit_test(); intz_test(); + fetch4_test(); shadow_test(); fp_special_test(); depth_bounds_test();