| /* |
| * Copyright (C) 2005 Henri Verbeet |
| * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| /* See comment in dlls/d3d9/tests/visual.c for general guidelines */ |
| |
| #define COBJMACROS |
| #include <d3d8.h> |
| #include <dxerr8.h> |
| #include "wine/test.h" |
| |
| static HMODULE d3d8_handle = 0; |
| |
| static HWND create_window(void) |
| { |
| WNDCLASS wc = {0}; |
| HWND ret; |
| wc.lpfnWndProc = &DefWindowProc; |
| wc.lpszClassName = "d3d8_test_wc"; |
| RegisterClass(&wc); |
| |
| ret = CreateWindow("d3d8_test_wc", "d3d8_test", |
| WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); |
| return ret; |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| IDirect3DSurface8 *surf; |
| IDirect3DTexture8 *tex; |
| HRESULT hr; |
| D3DLOCKED_RECT lockedRect; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex); |
| if(FAILED(hr) || !tex ) /* This is not a test */ |
| { |
| trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr); |
| return 0xdeadbeef; |
| } |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf); |
| if(FAILED(hr) || !tex ) /* This is not a test */ |
| { |
| trace("Can't get surface from texture, hr=%#08x\n", hr); |
| ret = 0xdeadbeee; |
| goto out; |
| } |
| |
| hr = IDirect3DDevice8_GetFrontBuffer(device, surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't read the front buffer data, hr=%#08x\n", hr); |
| ret = 0xdeadbeed; |
| goto out; |
| } |
| |
| hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); |
| if(FAILED(hr)) |
| { |
| trace("Can't lock the offscreen surface, hr=%#08x\n", hr); |
| ret = 0xdeadbeec; |
| goto out; |
| } |
| /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't |
| * really important for these tests |
| */ |
| ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; |
| hr = IDirect3DSurface8_UnlockRect(surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the offscreen surface, hr=%#08x\n", hr); |
| } |
| |
| out: |
| if(surf) IDirect3DSurface8_Release(surf); |
| if(tex) IDirect3DTexture8_Release(tex); |
| return ret; |
| } |
| |
| static IDirect3DDevice8 *init_d3d8(void) |
| { |
| IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0; |
| IDirect3D8 *d3d8_ptr = 0; |
| IDirect3DDevice8 *device_ptr = 0; |
| D3DPRESENT_PARAMETERS present_parameters; |
| HRESULT hr; |
| |
| d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8"); |
| ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n"); |
| if (!d3d8_create) return NULL; |
| |
| d3d8_ptr = d3d8_create(D3D_SDK_VERSION); |
| ok(d3d8_ptr != NULL, "Failed to create IDirect3D8 object\n"); |
| if (!d3d8_ptr) return NULL; |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = FALSE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; |
| present_parameters.EnableAutoDepthStencil = TRUE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D16; |
| |
| hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3D_CreateDevice returned: %#08x\n", hr); |
| |
| return device_ptr; |
| } |
| |
| struct vertex |
| { |
| float x, y, z; |
| DWORD diffuse; |
| }; |
| |
| struct nvertex |
| { |
| float x, y, z; |
| float nx, ny, nz; |
| DWORD diffuse; |
| }; |
| |
| static void lighting_test(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; |
| DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; |
| DWORD color; |
| |
| float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f }; |
| |
| struct vertex unlitquad[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0xffff0000}, |
| {-1.0f, 0.0f, 0.1f, 0xffff0000}, |
| { 0.0f, 0.0f, 0.1f, 0xffff0000}, |
| { 0.0f, -1.0f, 0.1f, 0xffff0000}, |
| }; |
| struct vertex litquad[] = |
| { |
| {-1.0f, 0.0f, 0.1f, 0xff00ff00}, |
| {-1.0f, 1.0f, 0.1f, 0xff00ff00}, |
| { 0.0f, 1.0f, 0.1f, 0xff00ff00}, |
| { 0.0f, 0.0f, 0.1f, 0xff00ff00}, |
| }; |
| struct nvertex unlitnquad[] = |
| { |
| { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| }; |
| struct nvertex litnquad[] = |
| { |
| { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| }; |
| WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| /* Setup some states that may cause issues */ |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, fvf); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); |
| if(hr == D3D_OK) |
| { |
| /* No lights are defined... That means, lit vertices should be entirely black */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, nfvf); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr); |
| |
| IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); |
| } |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ |
| ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ |
| ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ |
| ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ |
| ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| } |
| |
| static void clear_test(IDirect3DDevice8 *device) |
| { |
| /* Tests the correctness of clearing parameters */ |
| HRESULT hr; |
| D3DRECT rect[2]; |
| D3DRECT rect_negneg; |
| DWORD color; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| /* Positive x, negative y */ |
| rect[0].x1 = 0; |
| rect[0].y1 = 480; |
| rect[0].x2 = 320; |
| rect[0].y2 = 240; |
| |
| /* Positive x, positive y */ |
| rect[1].x1 = 0; |
| rect[1].y1 = 0; |
| rect[1].x2 = 320; |
| rect[1].y2 = 240; |
| /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle |
| * is ignored, the positive is still cleared afterwards |
| */ |
| hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| /* negative x, negative y */ |
| rect_negneg.x1 = 640; |
| rect_negneg.x1 = 240; |
| rect_negneg.x2 = 320; |
| rect_negneg.y2 = 0; |
| hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad */ |
| ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); /* lower right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); |
| } |
| |
| struct sVertex { |
| float x, y, z; |
| DWORD diffuse; |
| DWORD specular; |
| }; |
| |
| struct sVertexT { |
| float x, y, z, rhw; |
| DWORD diffuse; |
| DWORD specular; |
| }; |
| |
| static void fog_test(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| float start = 0.0, end = 1.0; |
| |
| /* Gets full z based fog with linear fog, no fog with specular color */ |
| struct sVertex unstransformed_1[] = { |
| {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| }; |
| /* Ok, I am too lazy to deal with transform matrices */ |
| struct sVertex unstransformed_2[] = { |
| {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| }; |
| /* Untransformed ones. Give them a different diffuse color to make the test look |
| * nicer. It also makes making sure that they are drawn correctly easier. |
| */ |
| struct sVertexT transformed_1[] = { |
| {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| struct sVertexT transformed_2[] = { |
| {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr); |
| |
| /* First test: Both table fog and vertex fog off */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr); |
| |
| /* Start = 0, end = 1. Should be default, but set them */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); |
| |
| if(IDirect3DDevice8_BeginScene(device) == D3D_OK) |
| { |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); |
| /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1, |
| sizeof(unstransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| /* That makes it use the Z value */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr); |
| /* Untransformed, vertex fog != none (or table fog != none): |
| * Use the Z value as input into the equation |
| */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2, |
| sizeof(unstransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| /* transformed verts */ |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, |
| sizeof(transformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); |
| /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog |
| * equation |
| */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, |
| sizeof(transformed_2[0])); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color); |
| |
| /* Turn off the fog master switch to avoid confusing other tests */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr); |
| } |
| |
| static void present_test(IDirect3DDevice8 *device) |
| { |
| struct vertex quad[] = |
| { |
| {-1.0f, -1.0f, 0.9f, 0xffff0000}, |
| {-1.0f, 1.0f, 0.9f, 0xffff0000}, |
| { 1.0f, -1.0f, 0.1f, 0xffff0000}, |
| { 1.0f, 1.0f, 0.1f, 0xffff0000}, |
| }; |
| HRESULT hr; |
| DWORD color; |
| |
| /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, |
| * then call Present. Then clear the color buffer to make sure it has some defined content |
| * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut |
| * by the depth value. |
| */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr)); |
| if(hr == D3D_OK) |
| { |
| /* No lights are defined... That means, lit vertices should be entirely black */ |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr)); |
| } |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); |
| color = getPixelColor(device, 512, 240); |
| ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 64, 240); |
| ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| } |
| |
| static void test_rcp_rsq(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| DWORD shader; |
| DWORD color; |
| unsigned char c1, c2, c3; |
| float constant[4] = {1.0, 1.0, 1.0, 2.0}; |
| |
| static const float quad[][3] = { |
| {-1.0f, -1.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.0f}, |
| { 1.0f, 1.0f, 0.0f}, |
| }; |
| |
| const DWORD rcp_test[] = { |
| 0xfffe0101, /* vs.1.1 */ |
| |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make windows happy */ |
| |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */ |
| 0x0000ffff /* END */ |
| }; |
| |
| const DWORD rsq_test[] = { |
| 0xfffe0101, /* vs.1.1 */ |
| |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make windows happy */ |
| |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */ |
| 0x0000ffff /* END */ |
| }; |
| |
| DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */ |
| D3DVSD_END() |
| }; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr); |
| |
| IDirect3DDevice8_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); |
| IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); |
| color = getPixelColor(device, 320, 240); |
| c1 = (color & 0x00ff0000 )>> 16; |
| c2 = (color & 0x0000ff00 )>> 8; |
| c3 = (color & 0x000000ff )>> 0; |
| ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n", |
| c1, c2, c3); |
| ok(c1 >= 0x7c && c1 <= 0x84, "Color component value is %02x\n", c1); |
| |
| IDirect3DDevice8_SetVertexShader(device, 0); |
| IDirect3DDevice8_DeleteVertexShader(device, shader); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr); |
| |
| IDirect3DDevice8_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); |
| IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); |
| color = getPixelColor(device, 320, 240); |
| c1 = (color & 0x00ff0000 )>> 16; |
| c2 = (color & 0x0000ff00 )>> 8; |
| c3 = (color & 0x000000ff )>> 0; |
| ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n", |
| c1, c2, c3); |
| ok(c1 >= 0xb0 && c1 <= 0xb8, "Color component value is %02x\n", c1); |
| |
| IDirect3DDevice8_SetVertexShader(device, 0); |
| IDirect3DDevice8_DeleteVertexShader(device, shader); |
| } |
| |
| static void offscreen_test(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| IDirect3DTexture8 *offscreenTexture = NULL; |
| IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL; |
| DWORD color; |
| |
| static const float quad[][5] = { |
| {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, |
| {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, |
| { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, |
| { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, |
| }; |
| |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); |
| ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); |
| ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); |
| if(!offscreenTexture) { |
| trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); |
| hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture); |
| ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); |
| if(!offscreenTexture) { |
| skip("Cannot create an offscreen render target\n"); |
| goto out; |
| } |
| } |
| |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); |
| if(!backbuffer) { |
| goto out; |
| } |
| |
| hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); |
| if(!offscreen) { |
| goto out; |
| } |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| |
| if(IDirect3DDevice8_BeginScene(device) == D3D_OK) { |
| hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil); |
| ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr); |
| |
| /* Draw without textures - Should resut in a white quad */ |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); |
| ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); |
| ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString8(hr)); |
| |
| /* This time with the texture */ |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| IDirect3DDevice8_EndScene(device); |
| } |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Center quad - should be white */ |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| /* Some quad in the cleared part of the texture */ |
| color = getPixelColor(device, 170, 240); |
| ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color); |
| /* Part of the originally cleared back buffer */ |
| color = getPixelColor(device, 10, 10); |
| ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| if(0) { |
| /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture. |
| * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on |
| * the offscreen rendering mode this test would succeed or fail |
| */ |
| color = getPixelColor(device, 10, 470); |
| ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| } |
| |
| out: |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| |
| /* restore things */ |
| if(backbuffer) { |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); |
| IDirect3DSurface8_Release(backbuffer); |
| } |
| if(offscreenTexture) { |
| IDirect3DTexture8_Release(offscreenTexture); |
| } |
| if(offscreen) { |
| IDirect3DSurface8_Release(offscreen); |
| } |
| if(depthstencil) { |
| IDirect3DSurface8_Release(depthstencil); |
| } |
| } |
| |
| static void alpha_test(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| IDirect3DTexture8 *offscreenTexture; |
| IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL; |
| DWORD color, red, green, blue; |
| |
| struct vertex quad1[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0x4000ff00}, |
| {-1.0f, 0.0f, 0.1f, 0x4000ff00}, |
| { 1.0f, -1.0f, 0.1f, 0x4000ff00}, |
| { 1.0f, 0.0f, 0.1f, 0x4000ff00}, |
| }; |
| struct vertex quad2[] = |
| { |
| {-1.0f, 0.0f, 0.1f, 0xc00000ff}, |
| {-1.0f, 1.0f, 0.1f, 0xc00000ff}, |
| { 1.0f, 0.0f, 0.1f, 0xc00000ff}, |
| { 1.0f, 1.0f, 0.1f, 0xc00000ff}, |
| }; |
| static const float composite_quad[][5] = { |
| { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, |
| { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, |
| }; |
| |
| /* Clear the render target with alpha = 0.5 */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); |
| ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); |
| ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); |
| if(!backbuffer) { |
| goto out; |
| } |
| hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); |
| if(!offscreen) { |
| goto out; |
| } |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| if(IDirect3DDevice8_BeginScene(device) == D3D_OK) { |
| |
| /* Draw two quads, one with src alpha blending, one with dest alpha blending. The |
| * SRCALPHA / INVSRCALPHA blend doesn't give any surprises. Colors are blended based on |
| * the input alpha |
| * |
| * The DESTALPHA / INVDESTALPHA do not "work" on the regular buffer because there is no alpha. |
| * They give essentially ZERO and ONE blend factors |
| */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| /* Switch to the offscreen buffer, and redo the testing. SRCALPHA and DESTALPHA. The offscreen buffer |
| * has a alpha channel on its own. Clear the offscreen buffer with alpha = 0.5 again, then draw the |
| * quads again. The SRCALPHA/INVSRCALPHA doesn't give any surprises, but the DESTALPHA/INVDESTALPHA |
| * blending works as supposed now - blend factor is 0.5 in both cases, not 0.75 as from the input |
| * vertices |
| */ |
| hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| |
| /* Render the offscreen texture onto the frame buffer to be able to compare it regularly. |
| * Disable alpha blending for the final composition |
| */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); |
| } |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device, 160, 360); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff); |
| ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00, |
| "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); |
| |
| color = getPixelColor(device, 160, 120); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff); |
| ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff , |
| "DSTALPHA on frame buffer returned color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 480, 360); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff); |
| ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00, |
| "SRCALPHA on texture returned color %08x, expected bar\n", color); |
| |
| color = getPixelColor(device, 480, 120); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff); |
| ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81, |
| "DSTALPHA on texture returned color %08x, expected foo\n", color); |
| |
| out: |
| /* restore things */ |
| if(backbuffer) { |
| IDirect3DSurface8_Release(backbuffer); |
| } |
| if(offscreenTexture) { |
| IDirect3DTexture8_Release(offscreenTexture); |
| } |
| if(offscreen) { |
| IDirect3DSurface8_Release(offscreen); |
| } |
| if(depthstencil) { |
| IDirect3DSurface8_Release(depthstencil); |
| } |
| } |
| |
| START_TEST(visual) |
| { |
| IDirect3DDevice8 *device_ptr; |
| HRESULT hr; |
| DWORD color; |
| D3DCAPS8 caps; |
| |
| d3d8_handle = LoadLibraryA("d3d8.dll"); |
| if (!d3d8_handle) |
| { |
| skip("Could not load d3d8.dll\n"); |
| return; |
| } |
| |
| device_ptr = init_d3d8(); |
| if (!device_ptr) |
| { |
| skip("Could not initialize direct3d\n"); |
| return; |
| } |
| |
| IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps); |
| |
| /* Check for the reliability of the returned data */ |
| hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| trace("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device_ptr, 1, 1); |
| if(color !=0x00ff0000) |
| { |
| trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| trace("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device_ptr, 639, 479); |
| if(color != 0x0000ddee) |
| { |
| trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| |
| /* Now run the real test */ |
| lighting_test(device_ptr); |
| clear_test(device_ptr); |
| fog_test(device_ptr); |
| present_test(device_ptr); |
| offscreen_test(device_ptr); |
| alpha_test(device_ptr); |
| |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| test_rcp_rsq(device_ptr); |
| } |
| else |
| { |
| skip("No vs.1.1 support\n"); |
| } |
| |
| cleanup: |
| if(device_ptr) { |
| D3DDEVICE_CREATION_PARAMETERS creation_parameters; |
| IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters); |
| IDirect3DDevice8_Release(device_ptr); |
| DestroyWindow(creation_parameters.hFocusWindow); |
| } |
| } |