d3d9/tests: Add a test for UpdateTexture.

This commit is contained in:
Matteo Bruni 2015-07-08 15:47:03 +02:00 committed by Alexandre Julliard
parent 4c0b1a5038
commit 76b1461d17

View File

@ -19288,6 +19288,339 @@ done:
DestroyWindow(window);
}
static void test_updatetexture(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d9;
HWND window;
HRESULT hr;
IDirect3DBaseTexture9 *src, *dst;
unsigned int t, i, f, l, x, y, z;
D3DLOCKED_RECT locked_rect;
D3DLOCKED_BOX locked_box;
ULONG refcount;
D3DCAPS9 caps;
D3DCOLOR color;
BOOL ati2n_supported, do_visual_test;
static const struct
{
struct vec3 pos;
struct vec2 texcoord;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
};
static const struct
{
struct vec3 pos;
struct vec3 texcoord;
}
quad_cube_tex[] =
{
{{-1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, 0.5f}},
{{-1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, 0.5f}},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, -0.5f}},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, -0.5f}},
};
static const struct
{
UINT src_width, src_height;
UINT dst_width, dst_height;
UINT src_levels, dst_levels;
D3DFORMAT src_format, dst_format;
BOOL broken;
}
tests[] =
{
{8, 8, 8, 8, 0, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 0 */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 1 */
{8, 8, 8, 8, 2, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 2 */
{8, 8, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 3 */
{8, 8, 8, 8, 4, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 4 */
{8, 8, 2, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 5 */
/* The WARP renderer doesn't handle these cases correctly. */
{8, 8, 8, 8, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 6 */
{8, 8, 4, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 7 */
/* Not clear what happens here on Windows, it doesn't make much sense
* though (on Nvidia it seems to upload the 4x4 surface into the 7x7
* one or something like that). */
/* {8, 8, 7, 7, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */
{8, 8, 8, 8, 1, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 8 */
{4, 4, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 9 */
/* This one causes weird behavior on Windows (it probably writes out
* of the texture memory). */
/* {8, 8, 4, 4, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */
{8, 4, 4, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 10 */
{8, 4, 2, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 11 */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8, FALSE}, /* 12 */
{8, 8, 8, 8, 4, 4, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 13 */
/* The data is converted correctly on AMD, on Nvidia nothing happens
* (it draws a black quad). */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, TRUE}, /* 14 */
/* Here the data is converted on AMD, just copied and "reinterpreted" as
* a 32 bit float on Nvidia (specifically the tested value becomes a
* very small float number which we get as 0 in the test). */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R32F, TRUE}, /* 15 */
/* This one doesn't seem to give the expected results on AMD. */
/* {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_Q8W8V8U8, FALSE}, */
{8, 8, 8, 8, 4, 4, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 16 */
{8, 8, 8, 8, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 17 */
{8, 8, 2, 2, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 18 */
};
static const struct
{
D3DRESOURCETYPE type;
DWORD fvf;
const void *quad;
unsigned int vertex_size;
DWORD cap;
const char *name;
}
texture_types[] =
{
{D3DRTYPE_TEXTURE, D3DFVF_XYZ | D3DFVF_TEX1,
quad, sizeof(*quad), D3DPTEXTURECAPS_MIPMAP, "2D mipmapped"},
{D3DRTYPE_CUBETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0),
quad_cube_tex, sizeof(*quad_cube_tex), D3DPTEXTURECAPS_CUBEMAP, "Cube"},
{D3DRTYPE_VOLUMETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1,
quad, sizeof(*quad), D3DPTEXTURECAPS_VOLUMEMAP, "Volume"}
};
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d9, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr);
for (t = 0; t < sizeof(texture_types) / sizeof(*texture_types); ++t)
{
if (!(caps.TextureCaps & texture_types[t].cap))
{
skip("%s textures not supported, skipping some tests.\n", texture_types[t].name);
continue;
}
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, texture_types[t].type, MAKEFOURCC('A','T','I','2'))))
{
skip("%s ATI2N textures are not supported, skipping some tests.\n", texture_types[t].name);
ati2n_supported = FALSE;
}
else
{
ati2n_supported = TRUE;
}
hr = IDirect3DDevice9_SetFVF(device, texture_types[t].fvf);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
if (tests[i].src_format == MAKEFOURCC('A','T','I','2') && !ati2n_supported)
continue;
switch (texture_types[t].type)
{
case D3DRTYPE_TEXTURE:
hr = IDirect3DDevice9_CreateTexture(device,
tests[i].src_width, tests[i].src_height,
tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM,
(IDirect3DTexture9 **)&src, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
hr = IDirect3DDevice9_CreateTexture(device,
tests[i].dst_width, tests[i].dst_height,
tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT,
(IDirect3DTexture9 **)&dst, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
break;
case D3DRTYPE_CUBETEXTURE:
hr = IDirect3DDevice9_CreateCubeTexture(device,
tests[i].src_width,
tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM,
(IDirect3DCubeTexture9 **)&src, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
hr = IDirect3DDevice9_CreateCubeTexture(device,
tests[i].dst_width,
tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT,
(IDirect3DCubeTexture9 **)&dst, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
break;
case D3DRTYPE_VOLUMETEXTURE:
hr = IDirect3DDevice9_CreateVolumeTexture(device,
tests[i].src_width, tests[i].src_height, tests[i].src_width,
tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM,
(IDirect3DVolumeTexture9 **)&src, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
hr = IDirect3DDevice9_CreateVolumeTexture(device,
tests[i].dst_width, tests[i].dst_height, tests[i].dst_width,
tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT,
(IDirect3DVolumeTexture9 **)&dst, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
break;
default:
trace("Unexpected resource type.\n");
}
/* Skip the visual part of the test for ATI2N (laziness) and cases that
* give a different (and unlikely to be useful) result. */
do_visual_test = (tests[i].src_format == D3DFMT_A8R8G8B8 || tests[i].src_format == D3DFMT_X8R8G8B8)
&& tests[i].src_levels != 0
&& tests[i].src_width >= tests[i].dst_width && tests[i].src_height >= tests[i].dst_height
&& !(tests[i].src_width > tests[i].src_height && tests[i].dst_width < tests[i].dst_height);
if (do_visual_test)
{
DWORD *ptr = NULL;
unsigned int width, height, depth, row_pitch = 0, slice_pitch = 0;
for (f = 0; f < (texture_types[t].type == D3DRTYPE_CUBETEXTURE ? 6 : 1); ++f)
{
width = tests[i].src_width;
height = texture_types[t].type != D3DRTYPE_CUBETEXTURE ? tests[i].src_height : tests[i].src_width;
depth = texture_types[t].type == D3DRTYPE_VOLUMETEXTURE ? width : 1;
for (l = 0; l < tests[i].src_levels; ++l)
{
switch (texture_types[t].type)
{
case D3DRTYPE_TEXTURE:
hr = IDirect3DTexture9_LockRect((IDirect3DTexture9 *)src,
l, &locked_rect, NULL, 0);
ptr = locked_rect.pBits;
row_pitch = locked_rect.Pitch / sizeof(*ptr);
break;
case D3DRTYPE_CUBETEXTURE:
hr = IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9 *)src,
f, l, &locked_rect, NULL, 0);
ptr = locked_rect.pBits;
row_pitch = locked_rect.Pitch / sizeof(*ptr);
break;
case D3DRTYPE_VOLUMETEXTURE:
hr = IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9 *)src,
l, &locked_box, NULL, 0);
ptr = locked_box.pBits;
row_pitch = locked_box.RowPitch / sizeof(*ptr);
slice_pitch = locked_box.SlicePitch / sizeof(*ptr);
break;
default:
trace("Unexpected resource type.\n");
}
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
for (z = 0; z < depth; ++z)
{
for (y = 0; y < height; ++y)
{
for (x = 0; x < width; ++x)
{
ptr[z * slice_pitch + y * row_pitch + x] = 0xff000000
| (DWORD)(x / (width - 1.0f) * 255.0f) << 16
| (DWORD)(y / (height - 1.0f) * 255.0f) << 8;
}
}
}
switch (texture_types[t].type)
{
case D3DRTYPE_TEXTURE:
hr = IDirect3DTexture9_UnlockRect((IDirect3DTexture9 *)src, l);
break;
case D3DRTYPE_CUBETEXTURE:
hr = IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9 *)src, f, l);
break;
case D3DRTYPE_VOLUMETEXTURE:
hr = IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9 *)src, l);
break;
default:
trace("Unexpected resource type.\n");
}
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
width >>= 1;
if (!width)
width = 1;
height >>= 1;
if (!height)
height = 1;
depth >>= 1;
if (!depth)
depth = 1;
}
}
}
hr = IDirect3DDevice9_UpdateTexture(device, src, dst);
if (FAILED(hr))
{
todo_wine ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i);
IDirect3DBaseTexture9_Release(src);
IDirect3DBaseTexture9_Release(dst);
continue;
}
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i);
if (do_visual_test)
{
hr = IDirect3DDevice9_SetTexture(device, 0, dst);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
texture_types[t].quad, texture_types[t].vertex_size);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok (color_match(color, 0x007f7f00, 2) || broken(tests[i].broken)
|| broken(color == 0xdeadbeec), /* WARP device often just breaks down. */
"Got unexpected color 0x%08x, case %u, %u.\n", color, t, i);
}
IDirect3DBaseTexture9_Release(src);
IDirect3DBaseTexture9_Release(dst);
}
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER9 identifier;
@ -19404,4 +19737,5 @@ START_TEST(visual)
test_multisample_mismatch();
test_texcoordindex();
test_vertex_blending();
test_updatetexture();
}