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d3d9/tests: Add a shadow sampler test.
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@ -11075,6 +11075,208 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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}
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static void shadow_test(IDirect3DDevice9 *device)
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{
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static const DWORD ps_code[] =
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{
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0xffff0200, /* ps_2_0 */
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0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
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0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
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0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */
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0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */
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0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
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0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */
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0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */
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0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */
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0x02000001, 0x800f0800, 0x80e40001, /* mov 0C0, r1 */
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0x0000ffff, /* end */
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};
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struct
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{
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D3DFORMAT format;
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const char *name;
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}
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formats[] =
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{
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{D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"},
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{D3DFMT_D32, "D3DFMT_D32"},
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{D3DFMT_D15S1, "D3DFMT_D15S1"},
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{D3DFMT_D24S8, "D3DFMT_D24S8"},
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{D3DFMT_D24X8, "D3DFMT_D24X8"},
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{D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
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{D3DFMT_D16, "D3DFMT_D16"},
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{D3DFMT_D32F_LOCKABLE, "D3DFMT_D32F_LOCKABLE"},
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{D3DFMT_D24FS8, "D3DFMT_D24FS8"},
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};
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struct
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{
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float x, y, z;
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float s, t, p, q;
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}
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quad[] =
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{
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{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f},
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
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{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
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};
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struct
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{
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UINT x, y;
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D3DCOLOR color;
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}
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expected_colors[] =
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{
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{400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
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{560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
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{560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
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{400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
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{240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
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{ 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
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{ 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
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{240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
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};
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IDirect3DSurface9 *original_ds, *original_rt, *rt;
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IDirect3DPixelShader9 *ps;
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IDirect3D9 *d3d9;
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D3DCAPS9 caps;
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HRESULT hr;
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UINT i;
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
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if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
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{
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skip("No pixel shader 2.0 support, skipping shadow test.\n");
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return;
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}
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hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
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ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
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ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
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ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
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ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
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ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
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ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
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{
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D3DFORMAT format = formats[i].format;
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IDirect3DTexture9 *texture;
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IDirect3DSurface9 *ds;
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unsigned int j;
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hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
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if (FAILED(hr)) continue;
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hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
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D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL);
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ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Setup the depth/stencil surface. */
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Do the actual shadow mapping. */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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IDirect3DTexture9_Release(texture);
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for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
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{
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D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
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ok(color_match(color, expected_colors[j].color, 0),
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"Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
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expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
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formats[i].name, color);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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}
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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IDirect3DPixelShader9_Release(ps);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(original_ds);
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IDirect3DSurface9_Release(original_rt);
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IDirect3DSurface9_Release(rt);
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IDirect3D9_Release(d3d9);
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}
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START_TEST(visual)
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{
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IDirect3DDevice9 *device_ptr;
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@ -11245,6 +11447,7 @@ START_TEST(visual)
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alphareplicate_test(device_ptr);
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dp3_alpha_test(device_ptr);
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depth_buffer_test(device_ptr);
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shadow_test(device_ptr);
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cleanup:
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if(device_ptr) {
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