- Implemented for texld/texldp/texldd/texldb/texldl - In all cases tested on Windows10 + Intel Fetch4 enabled always produced same result (like texld)
Signed-off-by: Daniel Ansorregui mailszeros@gmail.com --- dlls/d3d9/tests/visual.c | 252 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 252 insertions(+)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 4f26b0d23f..14f2d49132 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -15104,6 +15104,257 @@ 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[] = + { + 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[] = + { + 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[] = + { + 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[] = + { + 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[] = + { + 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 */ + }; + + struct + { + float x, y, z; + float tu, tv; + } + quad[] = + { + {-1.0f, 1.0f, 0.0f, 0.0f,0.0f }, + { 1.0f, 1.0f, 0.0f, 1.0f,0.0f }, + {-1.0f,-1.0f, 0.0f, 0.0f,1.0f }, + { 1.0f,-1.0f, 0.0f, 1.0f,1.0f } + }; + + 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 texture_data[4] = {0x10111213, + 0x01f1f202, + 0x03f3f404, + 0x20212223}; + + IDirect3DPixelShader9 *ps_texld, *ps_texldp, *ps_texldd, *ps_texldb, *ps_texldl; + IDirect3DSurface9 *original_rt; + struct surface_readback rb; + IDirect3DTexture9 *texture; + IDirect3DVertexShader9 *vs; + IDirect3DDevice9 *device; + D3DLOCKED_RECT lr; + IDirect3D9 *d3d; + ULONG refcount; + D3DCAPS9 caps; + HWND window; + HRESULT hr; + UINT i, j; + + + 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; + } + if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) + { + skip("No unconditional NP2 texture 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); + + /* Create our texture for FETCH4 */ + 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); + memset(&lr, 0, sizeof(lr)); + hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); + ok(hr == D3D_OK, "Failed to lock texture, hr %#x.\n", hr); + memcpy(lr.pBits, texture_data, sizeof(texture_data)); + hr = IDirect3DTexture9_UnlockRect(texture, 0); + ok(hr == D3D_OK, "Failed to unlock texture, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(hr == D3D_OK, "Failed to set 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); + hr = IDirect3DDevice9_SetVertexShader(device, vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + + /* Prepare the pixel shaders */ + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_texld, &ps_texld); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_texldp, &ps_texldp); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_texldd, &ps_texldd); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_texldb, &ps_texldb); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_texldl, &ps_texldl); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + + 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_LINEAR); + 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); + + /* render */ + for (i=0; i<5; i++) + { + if (i==0) + hr = IDirect3DDevice9_SetPixelShader(device, ps_texld); + else if(i==1) + hr = IDirect3DDevice9_SetPixelShader(device, ps_texldp); + else if(i==2) + hr = IDirect3DDevice9_SetPixelShader(device, ps_texldd); + else if(i==3) + hr = IDirect3DDevice9_SetPixelShader(device, ps_texldb); + else + hr = IDirect3DDevice9_SetPixelShader(device, ps_texldl); + 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_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); + ok(SUCCEEDED(hr), "Failed to set FVF, 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), + "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); + } + + IDirect3DTexture9_Release(texture); + IDirect3DPixelShader9_Release(ps_texld); + IDirect3DPixelShader9_Release(ps_texldp); + IDirect3DPixelShader9_Release(ps_texldb); + IDirect3DPixelShader9_Release(ps_texldd); + IDirect3DPixelShader9_Release(ps_texldl); + IDirect3DVertexShader9_Release(vs); + 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[] = @@ -24291,6 +24542,7 @@ START_TEST(visual) depth_buffer2_test(); depth_blit_test(); intz_test(); + fetch4_test(); shadow_test(); fp_special_test(); depth_bounds_test();