d3d9/tests: Improve the shade mode test.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2015-11-12 23:06:44 +01:00 committed by Alexandre Julliard
parent c5b2d3f10c
commit 59d405b473

View file

@ -8095,23 +8095,70 @@ done:
DestroyWindow(window);
}
static void shademode_test(void)
static void test_shademode(void)
{
/* Render a quad and try all of the different fixed function shading models. */
DWORD color0_gouraud = 0, color1_gouraud = 0;
DWORD primtype = D3DPT_TRIANGLESTRIP;
IDirect3DVertexBuffer9 *vb_strip;
IDirect3DVertexBuffer9 *vb_list;
DWORD shademode = D3DSHADE_FLAT;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
DWORD color0, color1;
void *data = NULL;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT i, j;
UINT i;
static const DWORD vs1_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
static const DWORD vs2_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
static const DWORD vs3_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */
0x0000ffff
};
static const DWORD ps1_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const DWORD ps2_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
static const DWORD ps3_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
static const struct
{
struct vec3 position;
@ -8134,6 +8181,46 @@ static void shademode_test(void)
{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
};
static const struct test_shader
{
DWORD version;
const DWORD *code;
}
novs = {0, NULL},
vs_1 = {D3DVS_VERSION(1, 1), vs1_code},
vs_2 = {D3DVS_VERSION(2, 0), vs2_code},
vs_3 = {D3DVS_VERSION(3, 0), vs3_code},
nops = {0, NULL},
ps_1 = {D3DPS_VERSION(1, 1), ps1_code},
ps_2 = {D3DPS_VERSION(2, 0), ps2_code},
ps_3 = {D3DPS_VERSION(3, 0), ps3_code};
static const struct
{
const struct test_shader *vs, *ps;
DWORD primtype;
DWORD shademode;
DWORD color0, color1;
BOOL todo;
}
tests[] =
{
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff, FALSE},
{&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&vs_3, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, TRUE},
{&vs_3, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
};
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
@ -8147,6 +8234,8 @@ static void shademode_test(void)
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
@ -8167,84 +8256,109 @@ static void shademode_test(void)
hr = IDirect3DVertexBuffer9_Unlock(vb_list);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
* the color fixups we have to do for FLAT shading will be dependent on that. */
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
/* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */
for (j=0; j<2; j++) {
/* Inner loop just changes the D3DRS_SHADEMODE */
for (i=0; i<3; i++) {
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2);
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);
/* Sample two spots from the output */
color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
switch(shademode) {
case D3DSHADE_FLAT:
/* Should take the color of the first vertex of each triangle */
if (0)
{
/* This test depends on EXT_provoking_vertex being
* available. This extension is currently (20090810)
* not common enough to let the test fail if it isn't
* present. */
ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0);
ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1);
}
shademode = D3DSHADE_GOURAUD;
break;
case D3DSHADE_GOURAUD:
/* Should be an interpolated blend */
ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
"GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0);
ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
"GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1);
color0_gouraud = color0;
color1_gouraud = color1;
shademode = D3DSHADE_PHONG;
break;
case D3DSHADE_PHONG:
/* Should be the same as GOURAUD, since no hardware implements this */
ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
"PHONG shading has color0 %08x, expected 0x000dca28\n", color0);
ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
"PHONG shading has color1 %08x, expected 0x000d45c7\n", color1);
ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
color0_gouraud, color0);
ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
color1_gouraud, color1);
break;
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
if (tests[i].vs->version)
{
if (caps.VertexShaderVersion >= tests[i].vs->version)
{
hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs->code, &vs);
ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr);
}
else
{
skip("Shader version unsupported, skipping some tests.\n");
continue;
}
}
else
{
vs = NULL;
}
if (tests[i].ps->version)
{
if (caps.PixelShaderVersion >= tests[i].ps->version)
{
hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps->code, &ps);
ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr);
}
else
{
skip("Shader version unsupported, skipping some tests.\n");
if (vs)
{
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DVertexShader9_Release(vs);
}
continue;
}
}
else
{
ps = NULL;
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0,
tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, 0, sizeof(quad_strip[0]));
ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
/* Now, do it all over again with a TRIANGLELIST */
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
primtype = D3DPT_TRIANGLELIST;
shademode = D3DSHADE_FLAT;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode);
ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, tests[i].primtype, 0, 2);
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);
color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
/* For D3DSHADE_FLAT it should take the color of the first vertex of
* each triangle. This requires EXT_provoking_vertex or similar
* functionality being available. */
/* PHONG should be the same as GOURAUD, since no hardware implements
* this. */
if (tests[i].todo)
{
todo_wine ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
i, color0, tests[i].color0);
todo_wine ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
i, color1, tests[i].color1);
}
else
{
ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
i, color0, tests[i].color0);
ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
i, color1, tests[i].color1);
}
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetPixelShader(device, NULL);
if (ps)
IDirect3DPixelShader9_Release(ps);
if (vs)
IDirect3DVertexShader9_Release(vs);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr);
IDirect3DVertexBuffer9_Release(vb_strip);
IDirect3DVertexBuffer9_Release(vb_list);
refcount = IDirect3DDevice9_Release(device);
@ -20318,7 +20432,7 @@ START_TEST(visual)
offscreen_test();
ds_size_test();
test_blend();
shademode_test();
test_shademode();
srgbtexture_test();
release_buffer_test();
float_texture_test();