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Hi,
I am working on a more comprehensive test for V8U8, V16U16, L6V5U5, X8L8V8U8 and Q8W8V8U8. I have attached the current status of this test. I am still struggling with finding the right precision that makes all Windows machines happy. There are also some problems with our conversion code.
Your test tests the case of a non-even width, whereas my test doesn't do that. I can build that into my test as well.
We can still commit your test if you want, and I'll remove it again in my patch (together with x8l8v8u8_test).
Stefan
Am 2015-02-20 um 13:06 schrieb Matteo Bruni:
dlls/d3d9/tests/visual.c | 148 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 148 insertions(+)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 5f64ec3..2152ba6 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -16208,6 +16208,153 @@ done: DestroyWindow(window); }
+static void v16u16_test(void) +{
- IDirect3DTexture9 *texture;
- IDirect3DPixelShader9 *shader;
- IDirect3DDevice9 *device;
- D3DLOCKED_RECT rect;
- IDirect3D9 *d3d;
- unsigned int i;
- ULONG refcount;
- D3DCAPS9 caps;
- SHORT *texel;
- DWORD color;
- 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", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
- d3d = Direct3DCreate9(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;
- }
- hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
- ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
- if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
- {
skip("No ps_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
- }
- if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V16U16)))
- {
skip("V16U16 textures are not supported, skipping test.\n");
IDirect3DDevice9_Release(device);
goto done;
- }
- hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
- ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
- hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
- ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
- hr = IDirect3DDevice9_SetPixelShader(device, shader);
- ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
- hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_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 = IDirect3DDevice9_CreateTexture(device, 1, 2, 1, 0, D3DFMT_V16U16,
pool, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_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 = IDirect3DTexture9_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
if (i)
{
IDirect3DTexture9 *texture2;
hr = IDirect3DDevice9_CreateTexture(device, 1, 2, 1, 0, D3DFMT_V16U16,
D3DPOOL_DEFAULT, &texture2, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture,
(IDirect3DBaseTexture9 *)texture2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
texture = texture2;
}
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 160);
ok (color_match(color, 0x00007fff, 1),
"Expected color 0x00007fff, got %#x, V16U16 input -32768, 0.\n", color);
color = getPixelColor(device, 320, 400);
ok (color_match(color, 0x00ffffff, 1),
"Expected color 0x00ffffff, got %#x, V16U16 input 32767, 32767.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DVolumeTexture9_Release(texture);
- }
- IDirect3DPixelShader9_Release(shader);
- refcount = IDirect3DDevice9_Release(device);
- ok(!refcount, "Device has %u references left.\n", refcount);
+done:
- IDirect3D9_Release(d3d);
- DestroyWindow(window);
+}
static void add_dirty_rect_test_draw(IDirect3DDevice9 *device) { HRESULT hr; @@ -17566,6 +17713,7 @@ START_TEST(visual) texkill_test(); x8l8v8u8_test(); volume_v16u16_test();
- v16u16_test(); constant_clamp_ps_test(); cnd_test(); dp2add_ps_test();