From fabc7ecd97e44620466b219ddc83b004d9bb5031 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 17 May 2010 11:14:49 +0200 Subject: [PATCH] d3d8/tests: Add a shadow sampler test. --- dlls/d3d8/tests/visual.c | 214 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 214 insertions(+) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 42f5f213e23..69e9faf6bf8 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -1556,6 +1556,219 @@ static void depth_buffer_test(IDirect3DDevice8 *device) ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); } +static void shadow_test(IDirect3DDevice8 *device) +{ + static const DWORD ps_code[] = + { + 0xffff0101, /* ps_1_1 */ + 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */ + 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ + 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ + 0x00000042, 0xb00f0000, /* tex t0 */ + 0x00000042, 0xb00f0001, /* tex t1 */ + 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */ + 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */ + 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */ + 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */ + 0x0000ffff, /* end */ + }; + struct + { + D3DFORMAT format; + const char *name; + } + formats[] = + { + {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"}, + {D3DFMT_D32, "D3DFMT_D32"}, + {D3DFMT_D15S1, "D3DFMT_D15S1"}, + {D3DFMT_D24S8, "D3DFMT_D24S8"}, + {D3DFMT_D24X8, "D3DFMT_D24X8"}, + {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"}, + {D3DFMT_D16, "D3DFMT_D16"}, + }; + struct + { + float x, y, z; + float s0, t0, p0; + float s1, t1, p1, q1; + } + quad[] = + { + { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f}, + { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f}, + { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f}, + }; + struct + { + UINT x, y; + D3DCOLOR color; + } + expected_colors[] = + { + {400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, + {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, + {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, + {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, + {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, + { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, + { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, + {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, + }; + + IDirect3DSurface8 *original_ds, *original_rt, *rt; + IDirect3D8 *d3d8; + D3DCAPS8 caps; + HRESULT hr; + DWORD ps; + UINT i; + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) + { + skip("No pixel shader 1.1 support, skipping shadow test.\n"); + return; + } + + hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); + ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, FALSE, &rt); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 + | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, + D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + + for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) + { + D3DFORMAT format = formats[i].format; + IDirect3DTexture8 *texture; + IDirect3DSurface8 *ds; + unsigned int j; + + hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, + D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format); + if (FAILED(hr)) continue; + + hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1, + D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + + hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + + IDirect3DDevice8_SetPixelShader(device, 0); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + /* Setup the depth/stencil surface. */ + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + IDirect3DSurface8_Release(ds); + + hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + /* Do the actual shadow mapping. */ + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTexture(device, 1, NULL); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + IDirect3DTexture8_Release(texture); + + for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j) + { + D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y); + ok(color_match(color, expected_colors[j].color, 0), + "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", + expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, + formats[i].name, color); + } + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + } + + hr = IDirect3DDevice8_SetPixelShader(device, 0); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DeletePixelShader(device, ps); + ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + IDirect3DSurface8_Release(original_ds); + + IDirect3DSurface8_Release(original_rt); + IDirect3DSurface8_Release(rt); + + IDirect3D8_Release(d3d8); +} + START_TEST(visual) { IDirect3DDevice8 *device_ptr; @@ -1631,6 +1844,7 @@ START_TEST(visual) p8_texture_test(device_ptr); texop_test(device_ptr); depth_buffer_test(device_ptr); + shadow_test(device_ptr); cleanup: if(device_ptr) {