- Test texld/texldp/texldd/texldb/texldl in PS and FFP - Test supported/unsupported texture formats on FFP/texld/texldp - Test 3dtextures (Disabled, each platform has different results) - Test depth textures DF16/DF24 with fetch4 on PS (FFP is broken on windows)
Signed-off-by: Daniel Ansorregui mailszeros@gmail.com --- dlls/d3d9/tests/visual.c | 679 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 679 insertions(+)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index c06acb77d4..5ccced40be 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -15234,6 +15234,684 @@ 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 : AMD and Wine uses the projection on Fetch4, Intel UHD 620 does not apply it */ + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x40000000, /* def c0, 0.0, 0.0, 0.0, 2.0 */ + 0x02000001, 0x80030000, 0x90540000, /* mov r0.xy, v0.xyyy */ + 0x02000001, 0x800c0000, 0xa0fe0000, /* mov r0.zw, c0.zwww */ + 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 */ + /* NOTE: Radeon HD 5700 driver 8.17.10.1404 disables Fetch4 on texldb */ + 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 */ + /* NOTE: Radeon HD 5700 driver 8.17.10.1404 disables Fetch4 on texldb */ + 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 */ + /* NOTE: Radeon HD 5700 driver 8.17.10.1404 disables Fetch4 on texldl */ + 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 DWORD ps_code_swizzle[] = + { + /* Test texld when sampling with a swizzle .yzwx*/ + 0xffff0300, /* ps_3_0 */ + 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord v0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x03000042, 0x800f0000, 0x90e40000, 0xa0390800, /* texld r0, v0, s0.yzwx */ + 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[4], y[4]; /* Matrix Sampling positions */ + D3DCOLOR color_amd[16]; /* AMD original implementation swizzle with -0.5 texel coord */ + D3DCOLOR color_intel[16]; /* Intel UHD 620 implementation swizzle with no texel coord correction */ + /* Wine follows the AMD immplementation, and consider an error the Intel one results + * However, the test will accept as valid the intel only if running on windows */ + D3DCOLOR color_3d_fetch4_off[16]; + D3DCOLOR color_fetch4_off[16]; + } + expected_colors = + { + { 40, 200, 360, 520}, + { 30, 150, 270, 390}, + /* AMD implementation - Wine implementation */ + {0x131202f2, 0x1211f2f1, 0x1110f101, 0x10130102, + 0x02f204f4, 0xf2f1f4f3, 0xf101f303, 0x01020304, + 0x04f42322, 0xf4f32221, 0xf3032120, 0x03042023, + 0x23221312, 0x22211211, 0x21201110, 0x20231013}, + /* Intel UHD 620 implementation */ + {0x23102013, 0x22132312, 0x21122211, 0x20112110, + 0x13011002, 0x120213f2, 0x11f212f1, 0x10f11101, + 0x02030104, 0xf20402f4, 0xf1f4f2f3, 0x01f3f103, + 0x04200323, 0xf4230422, 0xf322f421, 0x0321f320}, + /* Fetch4 off on 3D textures */ + {0xff020202, 0xfff2f2f2, 0xfff1f1f1, 0xff010101, + 0xff050505, 0xfff4f4f4, 0xfff3f3f3, 0xff030303, + 0xff232323, 0xff222222, 0xff212121, 0xff202020, + 0xff131313, 0xff121212, 0xff111111, 0xff101010}, + /* Fetch4 off on 2D texture */ + {0x13131313, 0x12121212, 0x11111111, 0x10101010, + 0x02020202, 0xf2f2f2f2, 0xf1f1f1f1, 0x01010101, + 0x04040404, 0xf4f4f4f4, 0xf3f3f3f3, 0x03030303, + 0x23232323, 0x22222222, 0x21212121, 0x20202020} + }; + + static const DWORD fetch4_data[] = {0x10111213, + 0x01f1f202, + 0x03f3f404, + 0x20212223}; + + static struct + { + IDirect3DVertexShader9 *vs; + IDirect3DPixelShader9 *ps; + const DWORD *ps_code; + const char *name; + BOOL projection; /* The results should be projected (zoomed by 2) */ + BOOL swizzled; /* The result will be shifted by the swizzle */ + } + shaders[] = + { + {NULL, NULL, NULL, "FFP", FALSE, FALSE}, + {NULL, NULL, ps_code_texld, "texld", FALSE, FALSE}, + {NULL, NULL, ps_code_texldp, "texldp", TRUE, FALSE}, + {NULL, NULL, ps_code_texldd, "texldd", FALSE, FALSE}, + {NULL, NULL, ps_code_texldb, "texldb", FALSE, FALSE}, + {NULL, NULL, ps_code_texldl, "texldl", FALSE, FALSE}, + {NULL, NULL, ps_code_swizzle, "texld_swizzle", FALSE, TRUE} + }; + + static const struct + { + BOOL todo_in_wine; /* Do not check thorougly on wine because is known to be wrong */ + const char *name; /* The name of the texture format */ + D3DFORMAT format; /* The format of the texture */ + DWORD data; /* The data we will write to the first line */ + UINT x, y; /* Where we expect the color to be */ + UINT w, h; /* Texture size */ + D3DCOLOR color_amd[3]; /* Wine results. Results on AMD swizzle + texture offset */ + D3DCOLOR color_intel[3]; /* Results with intel UHD 620, intel swizzle + no texel offset */ + } + format_tests[] = + { + /* Enabled formats */ + {FALSE, "L8", D3DFMT_L8, + 0xff804010, 360, 270, 2, 2, + {0x00004010, 0x00004010, 0x10400000}, + {0x40001000, 0x40001000, 0x40001000} + }, + {FALSE, "L16", D3DFMT_L16, + 0xff804010, 360, 270, 2, 2, + {0x0000ff40, 0x0000ff40, 0x40ff0000}, + {0xff004000, 0xff004000, 0xff004000} + }, + {FALSE, "R16F", D3DFMT_R16F, + 0x38003c00, 360, 270, 2, 2, + {0x000080ff, 0x000080ff, 0xff800000}, + {0x8000ff00, 0x8000ff00, 0x8000ff00} + }, + {FALSE, "R32F", D3DFMT_R32F, + 0x3f000000, 360, 270, 2, 2, + {0x00000080, 0x00000080, 0x80000000}, + {0x00008000, 0x00008000, 0x00008000} + }, + {FALSE, "ATI1", MAKEFOURCC('A','T','I','1'), + 0xb97700ff, 360, 60, 4, 4, + {0x6d6d6d6d, 0x6d6d6d6d, 0x49494949}, + {0xff6d00ff, 0xff6d00ff, 0xff4900ff} + }, + + /* Disabled format on Intel, enabled on AMD, broken on wine + * since it is implemented with GL_ALPHA, and fetch4 will fetch RED value */ + {TRUE, "A8", D3DFMT_A8, + 0xff804010, 360, 270, 2, 2, + {0x00004010, 0x00004010, 0x10400000}, + {0x00000000, 0x00000000, 0x00000000} + }, + + /* Disabled format */ + {FALSE, "A8R8G8B8", D3DFMT_A8R8G8B8, + 0xff804010, 360, 270, 2, 2, + {0x00000000, 0x00000000, 0xff804010}, + {0x00000000, 0x00000000, 0xff804010} + }, + }; + + static const struct + { + D3DCOLOR color_off, color_amd, color_intel; + UINT x, y; + } + expected_depth[][4] = + { + { + /* This is the expected result for shadow samplers */ + {0xffffffff,0xffffffff,0xffffffff, 20, 15}, + {0xffffffff,0xffffffff,0xffffffff,260, 15}, + {0x00000000,0x00000000,0x00000000, 20,255}, + {0x00000000,0x00000000,0x00000000,260,135}, + }, + { + /* This is the expected result with DF16 */ + {0xfffe0000,0xfedfdfbf,0x202000ff, 20, 15}, + {0xff9f0000,0x9f7f7f5f,0x00bf009f,260, 15}, + {0xff800000,0x7f5f5f3f,0x9f000080, 20,255}, + {0xff600000,0x5f3f3f1f,0x80809f60,260,135}, + }, + { + /* This is the expected result with DF24 */ + {0xffff0000,0xffdfdfbf,0x202000ff, 20, 15}, + {0xff9f0000,0x9f7f7f5f,0x00bf009f,260, 15}, + {0xff800000,0x7f5f5f3f,0x9f000080, 20,255}, + {0xff600000,0x5f3f3f1f,0x80809f60,260,135}, + }, + { + /* This is the expected result with INTZ */ + {0xffffffff,0xffdfdfbf,0x202000ff, 20, 15}, + {0x9f9f9f9f,0x9f7f7f5f,0x00bf009f,260, 15}, + {0x7f7f7f7f,0x7f5f5f3f,0x9f000080, 20,255}, + {0x5f5f5f5f,0x5f3f3f1f,0x80809f60,260,135}, + } + }; + + 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}, + {MAKEFOURCC('D','F','1','6'), "DF16", 1}, + {MAKEFOURCC('D','F','2','4'), "DF24", 2}, + {MAKEFOURCC('I','N','T','Z'), "INTZ", 3}, + }; + + 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 < ARRAY_SIZE(fetch4_data); ++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 for it to get active. + * However, AMD HW r500 samples always as if POINT (nearest filtering) is selected with FETCH4 + * the driver later on corrected this by adding -0.5 texel coord. */ + 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_POINT); + 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_POINT); + 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.color_amd); ++j) + { + UINT x = expected_colors.x[j % 4]; + UINT y = expected_colors.y[j / 4]; + D3DCOLOR color = get_readback_color(&rb, x, y); + D3DCOLOR color_amd = expected_colors.color_amd[shaders[i].projection ? (j/4/2*4 + (j%4)/2) : j]; + if (shaders[i].swizzled) + color_amd = ((color_amd << 8) & 0xffffff00) + ((color_amd >> 24) & 0x000000ff); + D3DCOLOR color_intel = expected_colors.color_intel[j]; + D3DCOLOR color_off = expected_colors.color_intel[j]; + /* In some AMD cards (HD5700) texldd/texldl have fetch4 off on windows */ + ok(color_match(color, color_amd, 1) || broken(color_match(color, color_intel, 1)) + || broken(color_match(color, color_off, 1)), + "Test %s Expected color 0x%08x at (%u, %u), got 0x%08x.\n", shaders[i].name, + color_amd, x, 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, format_tests[i].w, format_tests[i].h, + 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 < ARRAY_SIZE(format_tests[i].color_amd); ++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 color_amd = format_tests[i].color_amd[j]; + D3DCOLOR color_intel = format_tests[i].color_intel[j]; + /* On windows just test the R channel, since G/B might be 0xff or 0x00 */ + todo_wine_if(format_tests[i].todo_in_wine) ok(color_match(color, color_amd, 1) + || broken(color_match(color, color_intel, 1)) + || broken(color_match(color & 0x00ff0000, color_amd & 0x00ff0000, 1)), + "Test %s on %s expected color 0x%08x at (%u, %u), got 0x%08x.\n", format_tests[i].name, + shaders[j].name, color_amd, 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 < ARRAY_SIZE(fetch4_data); ++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.color_amd); ++j) + { + UINT x = expected_colors.x[j % 4]; + UINT y = expected_colors.y[j / 4]; + D3DCOLOR color = get_readback_color(&rb, x, y); + D3DCOLOR color_amd = expected_colors.color_amd[j]; + D3DCOLOR color_intel = expected_colors.color_intel[j]; + D3DCOLOR color_off = expected_colors.color_3d_fetch4_off[j]; + D3DCOLOR color_zround = expected_colors.color_amd[(j+4) % ARRAY_SIZE(expected_colors.color_amd)]; + /* Note: Fetch4 on 3D textures have different results based on the vendor/driver + * - AMD "HD 5700" rounds to nearest "z" texel, and does fetch4 normally on .xy + * - AMD "R500" has fetch4 disabled + * - AMD "R580" has fetch4 enabled sampling at .xy0 + * - Intel UHD 620 sample with fetch4 at .xy0 + * Currently unimplemented on wine due to lack of GL functionality to cast 3D->2DArray + * Wine produces same results as if fetch4 is not enabled (which probably is better) + * Test will pass on windows if either one of the allowed results is returned */ + ok(color_match(color, color_off, 2) + || broken(color_match(color, color_zround, 2) || color_match(color, color_off, 2) + || color_match(color, color_intel, 2) || color_match(color, color_amd, 2)), + "Test 3D %s Expected color 0x%08x at (%u, %u), got 0x%08x.\n", shaders[i].name, + color_off, x, 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))) + { + skip("Skipping %s depth test, unsuported format.\n", depth_tests[i].name); + 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 color_off = expected_depth[depth_tests[i].index][k].color_off; + D3DCOLOR color_amd = expected_depth[depth_tests[i].index][k].color_amd; + D3DCOLOR color_intel = expected_depth[depth_tests[i].index][k].color_intel; + D3DCOLOR color = get_readback_color(&rb, x, y); + /* When Fetch4 is OFF, ignore G and B channels on windows. + * Some implementations will copy R=G=B, some will set them to 0 */ + if(j == 0) + ok(color_match(color, color_off, 2) + || broken(color_match(color & 0x00ff0000, color_off & 0x00ff0000, 2)), + "Test OFF Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", + color_off, x, y, depth_tests[i].name, color); + else + ok(color_match(color, color_amd, 2) + || broken(color_match(color, color_intel, 2)), + "Test ON Expected colors 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", + color_amd, 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[] = @@ -24660,6 +25338,7 @@ START_TEST(visual) depth_buffer2_test(); depth_blit_test(); intz_test(); + fetch4_test(); shadow_test(); fp_special_test(); depth_bounds_test();