From 993c977890d92e39353114ab7cd5167d56efe8d0 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Stefan=20D=C3=B6singer?= Date: Mon, 23 Sep 2013 13:29:15 +0200 Subject: [PATCH] d3d8/tests: Add a volume V16U16 test. --- dlls/d3d8/tests/visual.c | 155 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 155 insertions(+) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 744d7e5333c..c013c1cb236 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -4007,6 +4007,160 @@ static void volume_dxt5_test(IDirect3DDevice8 *device) IDirect3DVolumeTexture8_Release(texture); } +static void volume_v16u16_test(IDirect3DDevice8 *device) +{ + HRESULT hr; + IDirect3D8 *d3d8; + IDirect3DVolumeTexture8 *texture; + DWORD shader; + D3DLOCKED_BOX box; + unsigned int i; + DWORD color; + SHORT *texel; + D3DCAPS8 caps; + static const struct + { + struct vec3 position; + struct vec3 texcrd; + } + quads[] = + { + {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, + {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, + {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, + {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, + + {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, + {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, + {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, + {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, + }; + 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 */ + }; + + hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); + ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr); + hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16); + IDirect3D8_Release(d3d8); + if (FAILED(hr)) + { + skip("Volume V16U16 textures are not supported, skipping test.\n"); + return; + } + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) + { + skip("No pixel shader 1.1 support, skipping test.\n"); + return; + } + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetPixelShader(device, shader); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_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 = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, + pool, &texture); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + + hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + + texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch); + texel[0] = 32767; + texel[1] = 32767; + texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch); + texel[0] = -32768; + texel[1] = 0; + texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch); + texel[0] = -16384; + texel[1] = 16384; + texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch); + texel[0] = 0; + texel[1] = 0; + + hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + + if (i) + { + IDirect3DVolumeTexture8 *texture2; + + hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, + D3DPOOL_DEFAULT, &texture2); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + + hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, + (IDirect3DBaseTexture8 *)texture2); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + + IDirect3DVolumeTexture8_Release(texture); + texture = texture2; + } + + hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff00ff, 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, &quads[0], sizeof(*quads)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); + 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); + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + + color = getPixelColor(device, 120, 160); + ok (color_match(color, 0x000080ff, 2), + "Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color); + color = getPixelColor(device, 120, 400); + ok (color_match(color, 0x00ffffff, 2), + "Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color); + color = getPixelColor(device, 360, 160); + ok (color_match(color, 0x007f7fff, 2), + "Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color); + color = getPixelColor(device, 360, 400); + ok (color_match(color, 0x0040c0ff, 2), + "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color); + + IDirect3DVolumeTexture8_Release(texture); + } + + hr = IDirect3DDevice8_SetPixelShader(device, 0); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_DeletePixelShader(device, shader); + ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); +} + START_TEST(visual) { IDirect3DDevice8 *device_ptr; @@ -4096,6 +4250,7 @@ START_TEST(visual) resz_test(device_ptr); fog_special_test(device_ptr); volume_dxt5_test(device_ptr); + volume_v16u16_test(device_ptr); cleanup: if(device_ptr) { -- 2.11.4.GIT