mirror of
git://source.winehq.org/git/wine.git
synced 2024-10-31 12:54:13 +00:00
d3d9: Add a SGN test.
This commit is contained in:
parent
b93136e0c3
commit
2364ce08e5
2 changed files with 70 additions and 4 deletions
|
@ -10278,6 +10278,57 @@ static void loop_index_test(IDirect3DDevice9 *device) {
|
|||
IDirect3DVertexShader9_Release(shader);
|
||||
}
|
||||
|
||||
static void sgn_test(IDirect3DDevice9 *device) {
|
||||
const DWORD shader_code[] = {
|
||||
0xfffe0200, /* vs_2_0 */
|
||||
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position o0 */
|
||||
0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */
|
||||
0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0 */
|
||||
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
|
||||
0x02000022, 0x800f0000, 0xa0e40000, /* sgn r0, c0 */
|
||||
0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001, /* add oD0, r0, c1 */
|
||||
0x0000ffff /* end */
|
||||
};
|
||||
IDirect3DVertexShader9 *shader;
|
||||
HRESULT hr;
|
||||
DWORD color;
|
||||
const float quad[] = {
|
||||
-1.0, -1.0, 0.1,
|
||||
1.0, -1.0, 0.1,
|
||||
-1.0, 1.0, 0.1,
|
||||
1.0, 1.0, 0.1
|
||||
};
|
||||
|
||||
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShader(device, shader);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
|
||||
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
|
||||
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_BeginScene(device);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
|
||||
if(SUCCEEDED(hr))
|
||||
{
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
|
||||
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
|
||||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
|
||||
}
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
|
||||
|
||||
color = getPixelColor(device, 320, 240);
|
||||
ok(color_match(color, 0x008000ff, 1),
|
||||
"sgn test returned color 0x%08x, expected 0x008000ff\n", color);
|
||||
|
||||
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
|
||||
IDirect3DVertexShader9_Release(shader);
|
||||
}
|
||||
|
||||
START_TEST(visual)
|
||||
{
|
||||
IDirect3DDevice9 *device_ptr;
|
||||
|
@ -10389,6 +10440,7 @@ START_TEST(visual)
|
|||
test_mova(device_ptr);
|
||||
loop_index_test(device_ptr);
|
||||
sincos_test(device_ptr);
|
||||
sgn_test(device_ptr);
|
||||
if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
|
||||
test_vshader_input(device_ptr);
|
||||
test_vshader_float16(device_ptr);
|
||||
|
|
|
@ -2319,16 +2319,30 @@ static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
|
|||
shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
|
||||
shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
|
||||
|
||||
FIXME("Emulated SGN untested\n");
|
||||
/* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
|
||||
* if SRC < 0.0, SRC < -SRC = TRUE. If neither is true, src = 0.0
|
||||
*/
|
||||
if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
|
||||
shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
|
||||
} else {
|
||||
shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
|
||||
shader_addline(buffer, "SLT TC, %s, -%s;\n", src_name, src_name);
|
||||
shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
|
||||
/* src contains TA? Write to the dest first. This won't overwrite our destination.
|
||||
* Then use TA, and calculate the final result
|
||||
*
|
||||
* Not reading from TA? Store the first result in TA to avoid overwriting the
|
||||
* destination if src reg = dst reg
|
||||
*/
|
||||
if(strstr(src_name, "TA"))
|
||||
{
|
||||
shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
|
||||
shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
|
||||
shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
|
||||
}
|
||||
else
|
||||
{
|
||||
shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
|
||||
shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
|
||||
shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue