From 53849b7d5e1f2da51fe839878f431971b465992c Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Mon, 9 Jan 2012 15:52:45 +0100 Subject: [PATCH] d3d9/tests: Add more INTZ tests. --- dlls/d3d9/tests/visual.c | 141 ++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 139 insertions(+), 2 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index e3f683ff981..e92ee0d5b35 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -11537,6 +11537,20 @@ static void intz_test(IDirect3DDevice9 *device) { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, + }, + half_quad_1[] = + { + { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, + { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, + { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, + { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, + }, + half_quad_2[] = + { + { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, + { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, + { -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, + { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }; struct { @@ -11571,6 +11585,11 @@ static void intz_test(IDirect3DDevice9 *device) skip("No pixel shader 2.0 support, skipping INTZ test.\n"); return; } + if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) + { + skip("No unconditional NP2 texture support, skipping INTZ test.\n"); + return; + } hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); @@ -11590,10 +11609,10 @@ static void intz_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); - hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1, + hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); - hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); @@ -11621,6 +11640,7 @@ static void intz_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + /* Render offscreen, using the INTZ texture as depth buffer */ hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); @@ -11670,6 +11690,123 @@ static void intz_test(IDirect3DDevice9 *device) 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(texture); + + /* Render onscreen while using the INTZ texture as depth buffer */ + hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, + D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); + hr = IDirect3DTexture9_GetSurfaceLevel(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_SetPixelShader(device, NULL); + ok(SUCCEEDED(hr), "SetPixelShader 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); + + 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_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + /* Read the depth values back. */ + 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); + + for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + { + D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + ok(color_match(color, expected_colors[i].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); + } + + 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(texture); + + /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ + hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, + D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); + hr = IDirect3DTexture9_GetSurfaceLevel(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_SetPixelShader(device, NULL); + ok(SUCCEEDED(hr), "SetPixelShader 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); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "SetRenderTarget 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, half_quad_2, sizeof(*half_quad_2)); + 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_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + /* Read the depth values back. */ + 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); + + for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + { + D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + ok(color_match(color, expected_colors[i].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(original_ds); -- 2.11.4.GIT