d3d8/tests: Add a test for color varyings clamping.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Matteo Bruni 2016-03-28 23:03:27 +02:00 committed by Alexandre Julliard
parent 20323e3f11
commit daf549219d
1 changed files with 177 additions and 0 deletions

View File

@ -9176,6 +9176,182 @@ done:
DestroyWindow(window);
}
static void test_color_clamping(void)
{
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.1f},
{-1.0f, 1.0f, 0.1f},
{ 1.0f, -1.0f, 0.1f},
{ 1.0f, 1.0f, 0.1f},
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_CONST(0, 1), 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */
D3DVSD_END()
};
static const DWORD vs1_code[] =
{
0xfffe0101, /* vs_1_1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */
0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */
0x0000ffff
};
static const DWORD ps1_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */
0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */
0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */
0x0000ffff
};
static const struct
{
DWORD vs_version;
const DWORD *vs;
DWORD ps_version;
const DWORD *ps;
D3DCOLOR expected, broken;
}
tests[] =
{
{0, NULL, 0, NULL, 0x00404040},
{0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080},
{D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f},
};
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
unsigned int i;
ULONG refcount;
D3DCOLOR color;
D3DCAPS8 caps;
DWORD vs, ps;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(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");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040);
ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
if (caps.VertexShaderVersion < tests[i].vs_version
|| caps.PixelShaderVersion < tests[i].ps_version)
{
skip("Vertex / pixel shader version not supported, skipping test %u.\n", i);
continue;
}
if (tests[i].vs)
{
hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i);
}
else
{
vs = D3DFVF_XYZ;
}
if (tests[i].ps)
{
hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i);
}
else
{
ps = 0;
}
hr = IDirect3DDevice8_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
if (vs != D3DFVF_XYZ)
IDirect3DDevice8_DeleteVertexShader(device, vs);
if (ps)
IDirect3DDevice8_DeletePixelShader(device, ps);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@ -9242,4 +9418,5 @@ START_TEST(visual)
test_shademode();
test_multisample_init();
test_texture_blending();
test_color_clamping();
}