d3d9/tests: Add test for texbem instruction.

This commit is contained in:
Fabian Bieler 2007-03-22 17:44:17 +01:00 committed by Alexandre Julliard
parent e617c91f22
commit 76d153144f

View file

@ -923,6 +923,198 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
/* test the behavior of the texbem instruction
* with normal 2D and projective 2D textures
*/
static void texbem_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
unsigned int i, x, y;
static const DWORD pixel_shader_code[] = {
0xffff0101, /* ps_1_1*/
0x00000042, 0xb00f0000, /* tex t0*/
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
0x0000ffff
};
static const float quad[][7] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
},{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
} };
/* use assymetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture[2] = {NULL, NULL};
D3DLOCKED_RECT locked_rect;
/* Generate the textures */
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
D3DPOOL_MANAGED, &texture[i], NULL);
ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for (y = 0; y < 128; ++y)
{
if(i)
{ /* Set up black texture with 2x2 texel white spot in the middle */
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 128; ++x)
{
if(y>62 && y<66 && x>62 && x<66)
*ptr++ = 0xffffffff;
else
*ptr++ = 0xff000000;
}
}
else
{ /* Set up a displacement map which points away from the center parallel to the closest axis.
* (if multiplied with bumpenvmat)
*/
WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 128; ++x)
{
if(abs(x-64)>abs(y-64))
{
if(x < 64)
*ptr++ = 0xc000;
else
*ptr++ = 0x4000;
}
else
{
if(y < 64)
*ptr++ = 0x0040;
else
*ptr++ = 0x00c0;
}
}
}
}
hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
/* Disable texture filtering */
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
}
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
for(i=0; i<2; i++)
{
if(i)
{
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
if(!i)
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
else
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
color = getPixelColor(device, 320-32, 240);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320+32, 240);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240-32);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240+32);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(pixel_shader);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
/* clean up */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_SetTexture(device, i, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DCubeTexture9_Release(texture[i]);
}
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
@ -991,6 +1183,12 @@ START_TEST(visual)
}
else skip("No vs_1_1 and ps_1_1 support\n");
if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
{
texbem_test(device_ptr);
}
else skip("No ps_1_1 support\n");
cleanup:
if(device_ptr) IDirect3DDevice9_Release(device_ptr);
}