Hi,
Apparently 3DMark06 believes somehow that LINEAR disables FETCH4. It sets MIPFILTER, MINFILTER and MAGFILTER to LINEAR, and resets ADDRESSV, ADDRESSU and MIPMAPLODBIAS (1, 1, 0 respectively) then behaves as if FETCH4 was disabled (it later disables it definitely with the MIPMAPLODBIAS setting).
I don't see any obvious visual glitch, though. The texture sampled with FETCH4 which isn't meant to be sampled with it (looking at how the shader values are used) is a D3DFMT_L8 of size 1x1...
I think all this points out that one has to be very careful about FETCH4 corner cases.
Thus I would suggest adding more formats and checks to your code, like for example INTZ, ATI1, ATI2 ?
For the part "Currently unimplemented on wine due to lack of GL functionality to cast 3D->2DArray", shouldn't the test be with a wine_todo rather than a isWin check ?
Axel
On 01/02/2019 01:56, Daniel Ansorregui wrote:
- 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 | 644 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 644 insertions(+)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index c06acb77d4..028fc23078 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -15234,6 +15234,649 @@ 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 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 allow_off; /* Do not enforce Fetch4 enabled on this one on Windows */
- }
- 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, TRUE},
{NULL, NULL, ps_code_texldb, "texldb", FALSE, TRUE},
{NULL, NULL, ps_code_texldl, "texldl", FALSE, TRUE},
- };
- static const struct
- {
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 */
BOOL broken_wine; /* Do not check it on wine because is known ot be broken */
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 */
{D3DFMT_L8, 0xff804010, 360, 270, FALSE,
{0x00004010, 0x00004010, 0x10400000},
{0x40001000, 0x40001000, 0x40001000}
},
{D3DFMT_L16, 0xff804010, 360, 270, FALSE,
{0x0000ff40, 0x0000ff40, 0x40ff0000},
{0xff004000, 0xff004000, 0xff004000}
},
{D3DFMT_R16F, 0x38003c00, 360, 270, FALSE,
{0x000080ff, 0x000080ff, 0xff800000},
{0x8000ff00, 0x8000ff00, 0x8000ff00}
},
{D3DFMT_R32F, 0x3f000000, 360, 270, FALSE,
{0x00000080, 0x00000080, 0x80000000},
{0x00008000, 0x00008000, 0x00008000}
},
/* Disabled format on Intel, enabled on AMD, broken on wine
* since it is implemented with GL_ALPHA, and fetch4 will fetch RED value */
{D3DFMT_A8, 0xff804010, 360, 270, TRUE,
{0x00004010, 0x00004010, 0x10400000},
{0x00000000, 0x00000000, 0x00000000}
},
/* Disabled format */
{D3DFMT_A8R8G8B8, 0xff804010, 360, 270, FALSE,
{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},
}
- };
- 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},
- };
- const BOOL isWin = strcmp(winetest_platform, "wine");
- 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];
D3DCOLOR color_intel = expected_colors.color_intel[j];
ok(color_match(color, color_amd, 1)
|| (isWin && (color_match(color, color_intel, 1) || shaders[i].allow_off)),
"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, 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 < 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];
todo_wine_if(format_tests[i].broken_wine) ok(color_match(color, color_amd, 1)
|| (isWin && color_match(color, color_intel, 1)),
"Test %d,%s expected color 0x%08x at (%u, %u), got 0x%08x.\n", i, 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)];
/* FIXME: 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 */
if(isWin)
ok(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 colors 0x%08x || 0x%08x || 0x%08x || 0x%08x at (%u, %u), got 0x%08x.\n",
shaders[i].name, color_amd, color_zround, color_off, color_intel, x, y, color);
else
ok(color_match(color, color_off, 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)))
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((isWin && color_match(color & 0xffff0000, color_off & 0xffff0000, 2))
|| color_match(color, color_off, 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)
|| (isWin && color_match(color, color_intel, 2)),
"Test ON Expected colors 0x%08x || 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
color_amd, color_intel, 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 +25303,7 @@ START_TEST(visual) depth_buffer2_test(); depth_blit_test(); intz_test();
- fetch4_test(); shadow_test(); fp_special_test(); depth_bounds_test();