| /* |
| * 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 "wine/test.h" |
| |
| static HMODULE d3d8_handle = 0; |
| |
| struct vec3 |
| { |
| float x, y, z; |
| }; |
| |
| struct vec4 |
| { |
| float x, y, z, w; |
| }; |
| |
| 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_POPUP | WS_SYSMENU , 20, 20, 640, 480, 0, 0, 0, 0); |
| ShowWindow(ret, SW_SHOW); |
| return ret; |
| } |
| |
| static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) |
| { |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| return TRUE; |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| IDirect3DTexture8 *tex = NULL; |
| IDirect3DSurface8 *surf = NULL, *backbuf = NULL; |
| HRESULT hr; |
| D3DLOCKED_RECT lockedRect; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0, 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_GetRenderTarget(device, &backbuf); |
| if(FAILED(hr)) |
| { |
| trace("Can't get the render target, hr=%#08x\n", hr); |
| ret = 0xdeadbeed; |
| goto out; |
| } |
| hr = IDirect3DDevice8_CopyRects(device, backbuf, NULL, 0, surf, NULL); |
| if(FAILED(hr)) |
| { |
| trace("Can't read the render target, hr=%#08x\n", hr); |
| ret = 0xdeadbeec; |
| 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 = 0xdeadbeeb; |
| 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(backbuf) IDirect3DSurface8_Release(backbuf); |
| 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); |
| if (!d3d8_ptr) |
| { |
| skip("could not create D3D8\n"); |
| return NULL; |
| } |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = TRUE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.EnableAutoDepthStencil = TRUE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| |
| hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr); |
| |
| return device_ptr; |
| } |
| |
| struct vertex |
| { |
| float x, y, z; |
| DWORD diffuse; |
| }; |
| |
| struct tvertex |
| { |
| float x, y, z, w; |
| 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); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ |
| ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */ |
| ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 480, 360); /* Lower right quad - unlit with normals */ |
| ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */ |
| ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| 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.y1 = 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); |
| |
| 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); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| } |
| |
| 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 untransformed_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 untransformed_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}; |
| |
| D3DCAPS8 caps; |
| float ident_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 |
| }; |
| float world_mat1[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, -0.5f, 1.0f |
| }; |
| float world_mat2[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, 1.0f, 1.0f |
| }; |
| float proj_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, -1.0f, 1.0f |
| }; |
| |
| struct sVertex far_quad1[] = |
| { |
| {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| }; |
| struct sVertex far_quad2[] = |
| { |
| {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, |
| {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, |
| }; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr); |
| |
| 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, "Setting fog color 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 vertex 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, untransformed_1, |
| sizeof(untransformed_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, "Setting fog vertex mode to D3DFOG_LINEAR 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, untransformed_2, |
| sizeof(untransformed_2[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])); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0x00, 0x00), 1), |
| "Untransformed vertex with no table or vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), |
| "Untransformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0xFF, 0x00), 1), |
| "Transformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), |
| "Transformed vertex with linear table fog has color %08x\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) |
| { |
| /* A simple fog + non-identity world matrix test */ |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) world_mat1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform 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); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear 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); |
| |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Fogged out quad has color %08x\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test fog behavior with an orthogonal (but not identity) projection matrix */ |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) world_mat2); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) proj_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear 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); |
| |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Fogged out quad has color %08x\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) ident_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) ident_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| } |
| else |
| { |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); |
| } |
| |
| /* 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); |
| } |
| |
| /* This tests fog in combination with shaders. |
| * What's tested: linear fog (vertex and table) with pixel shader |
| * linear table fog with non foggy vertex shader |
| * vertex fog with foggy vertex shader, non-linear |
| * fog with shader, non-linear fog with foggy shader, |
| * linear table fog with foggy shader */ |
| static void fog_with_shader_test(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| union |
| { |
| float f; |
| DWORD i; |
| } start, end; |
| unsigned int i, j; |
| |
| /* Basic vertex shader without fog computation ("non foggy") */ |
| static const DWORD vertex_shader_code1[] = |
| { |
| 0xfffe0100, /* vs.1.0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff |
| }; |
| /* Basic vertex shader with reversed fog computation ("foggy") */ |
| static const DWORD vertex_shader_code2[] = |
| { |
| 0xfffe0100, /* vs.1.0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ |
| 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */ |
| 0x0000ffff |
| }; |
| /* Basic pixel shader */ |
| static const DWORD pixel_shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff |
| }; |
| static struct vertex quad[] = |
| { |
| {-1.0f, -1.0f, 0.0f, 0xffff0000}, |
| {-1.0f, 1.0f, 0.0f, 0xffff0000}, |
| { 1.0f, -1.0f, 0.0f, 0xffff0000}, |
| { 1.0f, 1.0f, 0.0f, 0xffff0000}, |
| }; |
| static const DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ |
| D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ |
| D3DVSD_END() |
| }; |
| static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f}; |
| /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */ |
| DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; |
| DWORD pixel_shader[2] = {0, 0}; |
| |
| /* This reference data was collected on a nVidia GeForce 7600GS |
| * driver version 84.19 DirectX version 9.0c on Windows XP */ |
| static const struct test_data_t |
| { |
| int vshader; |
| int pshader; |
| D3DFOGMODE vfog; |
| D3DFOGMODE tfog; |
| unsigned int color[11]; |
| } |
| test_data[] = |
| { |
| /* Only pixel shader */ |
| {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Vertex shader */ |
| {1, 0, D3DFOG_NONE, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Vertex shader and pixel shader */ |
| /* The next 4 tests would read the fog coord output, but it isn't available. |
| * The result is a fully fogged quad, no matter what the Z coord is. */ |
| {1, 1, D3DFOG_NONE, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* These use the Z coordinate with linear table fog */ |
| {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Non-linear table fog without fog coord */ |
| {1, 1, D3DFOG_NONE, D3DFOG_EXP, |
| {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, |
| 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, |
| {1, 1, D3DFOG_NONE, D3DFOG_EXP2, |
| {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, |
| 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, |
| |
| /* These tests fail on older Nvidia drivers */ |
| /* Foggy vertex shader */ |
| {2, 0, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Foggy vertex shader and pixel shader. First 4 tests with vertex fog, |
| * all using the fixed fog-coord linear fog */ |
| {2, 1, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* These use table fog. Here the shader-provided fog coordinate is |
| * ignored and the z coordinate used instead */ |
| {2, 1, D3DFOG_NONE, D3DFOG_EXP, |
| {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, |
| 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, |
| {2, 1, D3DFOG_NONE, D3DFOG_EXP2, |
| {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, |
| 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, |
| {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| }; |
| |
| /* NOTE: changing these values will not affect the tests with foggy vertex shader, |
| * as the values are hardcoded in the shader constant */ |
| start.f = 0.1f; |
| end.f = 0.9f; |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| |
| /* Set shader constant value */ |
| hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[2]); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_constant, 1); |
| ok(hr == D3D_OK, "Setting vertex shader constant failed (%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 failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr); |
| |
| /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i); |
| ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i); |
| ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); |
| |
| for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); ++i) |
| { |
| hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[test_data[i].pshader]); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); |
| ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr); |
| |
| for(j = 0; j < 11; ++j) |
| { |
| /* Don't use the whole zrange to prevent rounding errors */ |
| quad[0].z = 0.001f + j / 10.02f; |
| quad[1].z = 0.001f + j / 10.02f; |
| quad[2].z = 0.001f + j / 10.02f; |
| quad[3].z = 0.001f + j / 10.02f; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); |
| |
| /* As the red and green component are the result of blending use 5% tolerance on the expected value */ |
| color = getPixelColor(device, 128, 240); |
| ok(color_match(color, test_data[i].color[j], 13), |
| "fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", |
| test_data[i].vshader, test_data[i].pshader, |
| test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| } |
| } |
| |
| /* Reset states */ |
| hr = IDirect3DDevice8_SetVertexShader(device, 0); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr); |
| |
| IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]); |
| IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); |
| IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); |
| } |
| |
| 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 %08x\n", hr); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF 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_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %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); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); |
| } |
| |
| static void test_rcp_rsq(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| DWORD shader; |
| DWORD color; |
| 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, 0xff336699, 0.0f, 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); |
| |
| 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); |
| } |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), 4), |
| "RCP test returned color 0x%08x, expected 0x00808080.\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); |
| |
| IDirect3DDevice8_SetVertexShader(device, 0); |
| IDirect3DDevice8_DeleteVertexShader(device, shader); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff996633, 0.0f, 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); |
| |
| 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); |
| } |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), 4), |
| "RSQ test returned color 0x%08x, expected 0x00b4b4b4.\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); |
| |
| 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 || hr == 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 || hr == 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 %08x\n", 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 result 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, %08x\n", 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); |
| } |
| |
| /* 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); |
| } |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| out: |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr); |
| |
| /* restore things */ |
| if(backbuffer) { |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr); |
| 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; |
| |
| 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_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); |
| ok(hr == D3D_OK || hr == 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 %08x\n", 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. */ |
| 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. The offscreen render target |
| * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render |
| * targets without alpha channel, they give essentially ZERO and ONE blend factors. */ |
| 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); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), |
| "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), |
| "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), |
| "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); |
| |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), |
| "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| out: |
| /* restore things */ |
| if(backbuffer) { |
| IDirect3DSurface8_Release(backbuffer); |
| } |
| if(offscreenTexture) { |
| IDirect3DTexture8_Release(offscreenTexture); |
| } |
| if(offscreen) { |
| IDirect3DSurface8_Release(offscreen); |
| } |
| if(depthstencil) { |
| IDirect3DSurface8_Release(depthstencil); |
| } |
| } |
| |
| static void p8_texture_test(IDirect3DDevice8 *device) |
| { |
| IDirect3D8 *d3d = NULL; |
| HRESULT hr; |
| IDirect3DTexture8 *texture = NULL, *texture2 = NULL; |
| D3DLOCKED_RECT lr; |
| unsigned char *data; |
| DWORD color, red, green, blue; |
| PALETTEENTRY table[256]; |
| D3DCAPS8 caps; |
| UINT i; |
| float quad[] = { |
| -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| float quad2[] = { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| |
| IDirect3DDevice8_GetDirect3D(device, &d3d); |
| |
| if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) { |
| skip("D3DFMT_P8 textures not supported\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, |
| D3DPOOL_MANAGED, &texture2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr); |
| if(!texture2) { |
| skip("Failed to create D3DFMT_P8 texture\n"); |
| goto out; |
| } |
| |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); |
| data = lr.pBits; |
| *data = 1; |
| |
| hr = IDirect3DTexture8_UnlockRect(texture2, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, |
| D3DPOOL_MANAGED, &texture); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr); |
| if(!texture) { |
| skip("Failed to create D3DFMT_P8 texture\n"); |
| goto out; |
| } |
| |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); |
| data = lr.pBits; |
| *data = 1; |
| |
| hr = IDirect3DTexture8_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| |
| /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE; |
| alpha of every entry is set to 1.0, which MS says is required when there's no |
| D3DPTEXTURECAPS_ALPHAPALETTE capability */ |
| for (i = 0; i < 256; i++) { |
| table[i].peRed = table[i].peGreen = table[i].peBlue = 0; |
| table[i].peFlags = 0xff; |
| } |
| table[1].peRed = 0xff; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| table[1].peRed = 0; |
| table[1].peBlue = 0xff; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr); |
| if(SUCCEEDED(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_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 32, 32); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff) >> 0; |
| ok(red == 0xff && blue == 0 && green == 0, |
| "got color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 32, 320); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff) >> 0; |
| ok(red == 0 && blue == 0xff && green == 0, |
| "got color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr); |
| } |
| |
| |
| color = getPixelColor(device, 32, 32); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff) >> 0; |
| ok(red == 0 && blue == 0xff && green == 0, |
| "got color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); |
| |
| /* Test palettes with alpha */ |
| IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) { |
| skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n"); |
| } else { |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| |
| for (i = 0; i < 256; i++) { |
| table[i].peRed = table[i].peGreen = table[i].peBlue = 0; |
| table[i].peFlags = 0xff; |
| } |
| table[1].peRed = 0xff; |
| table[1].peFlags = 0x80; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| table[1].peRed = 0; |
| table[1].peBlue = 0xff; |
| table[1].peFlags = 0x80; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr); |
| if(SUCCEEDED(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_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 32, 32); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff) >> 0; |
| ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0, |
| "got color %08x, expected 0x00800000 or near\n", color); |
| |
| color = getPixelColor(device, 32, 320); |
| red = (color & 0x00ff0000) >> 16; |
| green = (color & 0x0000ff00) >> 8; |
| blue = (color & 0x000000ff) >> 0; |
| ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0, |
| "got color %08x, expected 0x00000080 or near\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| |
| out: |
| if(texture) IDirect3DTexture8_Release(texture); |
| if(texture2) IDirect3DTexture8_Release(texture2); |
| IDirect3D8_Release(d3d); |
| } |
| |
| static void texop_test(IDirect3DDevice8 *device) |
| { |
| IDirect3DTexture8 *texture = NULL; |
| D3DLOCKED_RECT locked_rect; |
| D3DCOLOR color; |
| D3DCAPS8 caps; |
| HRESULT hr; |
| unsigned int i; |
| |
| static const struct { |
| float x, y, z; |
| D3DCOLOR diffuse; |
| float s, t; |
| } quad[] = { |
| {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f}, |
| {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f}, |
| { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f}, |
| { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f} |
| }; |
| |
| static const struct { |
| D3DTEXTUREOP op; |
| const char *name; |
| DWORD caps_flag; |
| D3DCOLOR result; |
| } test_data[] = { |
| {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, |
| {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)}, |
| {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)}, |
| {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, |
| {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, |
| |
| {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)}, |
| {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| |
| {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, |
| {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, |
| {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, |
| {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)}, |
| {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)}, |
| {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, |
| {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, |
| {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)}, |
| {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)}, |
| {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, |
| {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)}, |
| /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */ |
| {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)}, |
| {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)}, |
| {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)}, |
| }; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0); |
| ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); |
| hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); |
| hr = IDirect3DTexture8_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) |
| { |
| if (!(caps.TextureOpCaps & test_data[i].caps_flag)) |
| { |
| skip("tex operation %s not supported\n", test_data[i].name); |
| continue; |
| } |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); |
| ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", |
| test_data[i].name, color, test_data[i].result); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| if (texture) IDirect3DTexture8_Release(texture); |
| } |
| |
| /* This test tests depth clamping / clipping behaviour: |
| * - With software vertex processing, depth values are clamped to the |
| * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped |
| * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the |
| * same as regular vertices here. |
| * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored. |
| * Normal vertices are always clipped. Pretransformed vertices are |
| * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't. |
| * - The viewport's MinZ/MaxZ is irrelevant for this. |
| */ |
| static void depth_clamp_test(IDirect3DDevice8 *device) |
| { |
| const struct tvertex quad1[] = |
| { |
| { 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, |
| {640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, |
| { 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, |
| {640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, |
| }; |
| const struct tvertex quad2[] = |
| { |
| { 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, |
| {640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, |
| { 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, |
| {640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, |
| }; |
| const struct tvertex quad3[] = |
| { |
| {112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, |
| {208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, |
| {112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, |
| {208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, |
| }; |
| const struct tvertex quad4[] = |
| { |
| { 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, |
| {112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, |
| { 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, |
| {112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, |
| }; |
| const struct vertex quad5[] = |
| { |
| { -0.5f, 0.5f, 10.0f, 0xff14f914}, |
| { 0.5f, 0.5f, 10.0f, 0xff14f914}, |
| { -0.5f, -0.5f, 10.0f, 0xff14f914}, |
| { 0.5f, -0.5f, 10.0f, 0xff14f914}, |
| }; |
| const struct vertex quad6[] = |
| { |
| { -1.0f, 0.5f, 10.0f, 0xfff91414}, |
| { 1.0f, 0.5f, 10.0f, 0xfff91414}, |
| { -1.0f, 0.25f, 10.0f, 0xfff91414}, |
| { 1.0f, 0.25f, 10.0f, 0xfff91414}, |
| }; |
| |
| D3DVIEWPORT8 vp; |
| D3DCOLOR color; |
| D3DCAPS8 caps; |
| HRESULT hr; |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 7.5; |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| 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_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) |
| { |
| color = getPixelColor(device, 75, 75); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 150); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| } |
| else |
| { |
| color = getPixelColor(device, 75, 75); |
| ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 150); |
| ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice8_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| } |
| |
| static void depth_buffer_test(IDirect3DDevice8 *device) |
| { |
| static const struct vertex quad1[] = |
| { |
| { -1.0, 1.0, 0.33f, 0xff00ff00}, |
| { 1.0, 1.0, 0.33f, 0xff00ff00}, |
| { -1.0, -1.0, 0.33f, 0xff00ff00}, |
| { 1.0, -1.0, 0.33f, 0xff00ff00}, |
| }; |
| static const struct vertex quad2[] = |
| { |
| { -1.0, 1.0, 0.50f, 0xffff00ff}, |
| { 1.0, 1.0, 0.50f, 0xffff00ff}, |
| { -1.0, -1.0, 0.50f, 0xffff00ff}, |
| { 1.0, -1.0, 0.50f, 0xffff00ff}, |
| }; |
| static const struct vertex quad3[] = |
| { |
| { -1.0, 1.0, 0.66f, 0xffff0000}, |
| { 1.0, 1.0, 0.66f, 0xffff0000}, |
| { -1.0, -1.0, 0.66f, 0xffff0000}, |
| { 1.0, -1.0, 0.66f, 0xffff0000}, |
| }; |
| static const DWORD expected_colors[4][4] = |
| { |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, |
| {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, |
| }; |
| |
| IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; |
| IDirect3DSurface8 *depth_stencil; |
| unsigned int i, j; |
| D3DVIEWPORT8 vp; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice8_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState 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_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt1); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt2); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt3); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget 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, quad2, sizeof(*quad2)); |
| 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, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(depth_stencil); |
| IDirect3DSurface8_Release(backbuffer); |
| IDirect3DSurface8_Release(rt3); |
| IDirect3DSurface8_Release(rt2); |
| IDirect3DSurface8_Release(rt1); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState 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, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| unsigned int x = 80 * ((2 * j) + 1); |
| unsigned int y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, expected_colors[i][j], 0), |
| "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| } |
| |
| /* Test that partial depth copies work the way they're supposed to. The clear |
| * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and |
| * the following draw should only copy back the part that was modified. */ |
| static void depth_buffer2_test(IDirect3DDevice8 *device) |
| { |
| static const struct vertex quad[] = |
| { |
| { -1.0, 1.0, 0.66f, 0xffff0000}, |
| { 1.0, 1.0, 0.66f, 0xffff0000}, |
| { -1.0, -1.0, 0.66f, 0xffff0000}, |
| { 1.0, -1.0, 0.66f, 0xffff0000}, |
| }; |
| |
| IDirect3DSurface8 *backbuffer, *rt1, *rt2; |
| IDirect3DSurface8 *depth_stencil; |
| unsigned int i, j; |
| D3DVIEWPORT8 vp; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice8_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState 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_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt1); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt2); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(depth_stencil); |
| IDirect3DSurface8_Release(backbuffer); |
| IDirect3DSurface8_Release(rt2); |
| IDirect3DSurface8_Release(rt1); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState 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); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| unsigned int x = 80 * ((2 * j) + 1); |
| unsigned int y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| } |
| |
| static void intz_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 |
| { |
| 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, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_1[] = |
| { |
| { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_2[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }; |
| struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| }; |
| |
| IDirect3DSurface8 *original_ds, *original_rt, *rt; |
| IDirect3DTexture8 *texture; |
| IDirect3DSurface8 *ds; |
| 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 INTZ test.\n"); |
| return; |
| } |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); |
| ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); |
| |
| hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')); |
| if (FAILED(hr)) |
| { |
| skip("No INTZ support, skipping INTZ test.\n"); |
| return; |
| } |
| |
| IDirect3D8_Release(d3d8); |
| |
| 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_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, 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); |
| |
| hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| /* Render offscreen, using the INTZ texture as depth buffer */ |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| 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); |
| |
| /* Read the depth values back. */ |
| 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); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present 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); |
| |
| /* Render onscreen while using the INTZ texture as depth buffer */ |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), 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, original_rt, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| 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); |
| |
| /* Read the depth values back. */ |
| 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); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present 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); |
| |
| /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), 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); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| 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, half_quad_1, sizeof(*half_quad_1)); |
| 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, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget 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, half_quad_2, sizeof(*half_quad_2)); |
| 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); |
| |
| /* Read the depth values back. */ |
| 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); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present 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); |
| 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); |
| 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); |
| |
| IDirect3DSurface8_Release(original_rt); |
| IDirect3DSurface8_Release(rt); |
| } |
| |
| 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); |
| |
| 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); |
| } |
| |
| static void multisample_copy_rects_test(IDirect3DDevice8 *device) |
| { |
| IDirect3DSurface8 *original_ds, *original_rt, *ds, *ds_plain, *rt, *readback; |
| RECT src_rect = {64, 64, 128, 128}; |
| POINT dst_point = {96, 96}; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3D8 *d3d8; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); |
| ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr); |
| hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES); |
| IDirect3D8_Release(d3d8); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, &ds); |
| ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, |
| D3DMULTISAMPLE_NONE, &ds_plain); |
| ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateImageSurface(device, 256, 256, D3DFMT_A8R8G8B8, &readback); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL); |
| ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CopyRects(device, rt, &src_rect, 1, readback, &dst_point); |
| ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); |
| |
| hr = IDirect3DSurface8_LockRect(readback, &locked_rect, NULL, D3DLOCK_READONLY); |
| ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#x.\n", hr); |
| |
| color = *(DWORD *)((BYTE *)locked_rect.pBits + 31 * locked_rect.Pitch + 31 * 4); |
| ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); |
| |
| color = *(DWORD *)((BYTE *)locked_rect.pBits + 127 * locked_rect.Pitch + 127 * 4); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DSurface8_UnlockRect(readback); |
| ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); |
| ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); |
| |
| IDirect3DSurface8_Release(original_ds); |
| IDirect3DSurface8_Release(original_rt); |
| IDirect3DSurface8_Release(readback); |
| IDirect3DSurface8_Release(ds_plain); |
| IDirect3DSurface8_Release(ds); |
| IDirect3DSurface8_Release(rt); |
| } |
| |
| static void resz_test(IDirect3DDevice8 *device) |
| { |
| IDirect3DSurface8 *rt, *original_rt, *ds, *original_ds, *intz_ds; |
| IDirect3D8 *d3d8; |
| D3DCAPS8 caps; |
| HRESULT hr; |
| unsigned int i; |
| 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 |
| { |
| 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, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }; |
| struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| }; |
| IDirect3DTexture8 *texture; |
| DWORD ps, value; |
| |
| hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); |
| ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr); |
| hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); |
| return; |
| } |
| hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); |
| return; |
| } |
| hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')); |
| if (FAILED(hr)) |
| { |
| skip("No INTZ support, skipping RESZ test.\n"); |
| return; |
| } |
| hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')); |
| if (FAILED(hr)) |
| { |
| skip("No RESZ support, skipping RESZ test.\n"); |
| return; |
| } |
| IDirect3D8_Release(d3d8); |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, &ds); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &intz_ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, intz_ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(intz_ds); |
| 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); |
| |
| /* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, 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); |
| |
| /* The destination depth texture has to be bound to sampler 0 */ |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState 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_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| 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_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| /* The actual multisampled depth buffer resolve happens here */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE, &value); |
| ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, 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); |
| |
| /* Read the depth values back. */ |
| 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); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Test edge cases - try with no texture at all */ |
| 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); |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, 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_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| /* With a non-multisampled depth buffer */ |
| IDirect3DSurface8_Release(ds); |
| IDirect3DSurface8_Release(rt); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_NONE, &ds); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader 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_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState 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_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| 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_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) 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); |
| |
| /* Read the depth values back. */ |
| 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); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(ds); |
| 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); |
| 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); |
| IDirect3DSurface8_Release(original_ds); |
| IDirect3DSurface8_Release(original_rt); |
| } |
| |
| static void zenable_test(IDirect3DDevice8 *device) |
| { |
| static const struct |
| { |
| struct vec4 position; |
| D3DCOLOR diffuse; |
| } |
| tquad[] = |
| { |
| {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, |
| {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, |
| {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, |
| {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, |
| }; |
| D3DCOLOR color; |
| D3DCAPS8 caps; |
| HRESULT hr; |
| UINT x, y; |
| UINT i, j; |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| x = 80 * ((2 * j) + 1); |
| y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) |
| && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| static const DWORD vs_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const struct vec3 quad[] = |
| { |
| {-1.0f, -1.0f, -0.5f}, |
| {-1.0f, 1.0f, -0.5f}, |
| { 1.0f, -1.0f, 1.5f}, |
| { 1.0f, 1.0f, 1.5f}, |
| }; |
| static const D3DCOLOR expected[] = |
| { |
| 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, |
| 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, |
| 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, |
| 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, |
| }; |
| static const DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), |
| D3DVSD_END() |
| }; |
| DWORD vs, ps; |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| x = 80 * ((2 * j) + 1); |
| y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, expected[i * 4 + j], 1), |
| "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, 0); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DeletePixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DeleteVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); |
| } |
| } |
| |
| START_TEST(visual) |
| { |
| IDirect3DDevice8 *device_ptr; |
| HRESULT hr; |
| DWORD color; |
| D3DCAPS8 caps; |
| |
| d3d8_handle = LoadLibraryA("d3d8.dll"); |
| if (!d3d8_handle) |
| { |
| win_skip("Could not load d3d8.dll\n"); |
| return; |
| } |
| |
| device_ptr = init_d3d8(); |
| if (!device_ptr) |
| { |
| win_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)) |
| { |
| skip("Clear failed, can't assure correctness of the test results\n"); |
| goto cleanup; |
| } |
| |
| color = getPixelColor(device_ptr, 1, 1); |
| if(color !=0x00ff0000) |
| { |
| skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color); |
| goto cleanup; |
| } |
| IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| skip("Clear failed, can't assure correctness of the test results\n"); |
| goto cleanup; |
| } |
| |
| color = getPixelColor(device_ptr, 639, 479); |
| if(color != 0x0000ddee) |
| { |
| skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color); |
| goto cleanup; |
| } |
| IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| /* Now run the real test */ |
| depth_clamp_test(device_ptr); |
| 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); |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) |
| fog_with_shader_test(device_ptr); |
| } |
| else |
| { |
| skip("No vs.1.1 support\n"); |
| } |
| |
| p8_texture_test(device_ptr); |
| texop_test(device_ptr); |
| depth_buffer_test(device_ptr); |
| depth_buffer2_test(device_ptr); |
| intz_test(device_ptr); |
| shadow_test(device_ptr); |
| multisample_copy_rects_test(device_ptr); |
| zenable_test(device_ptr); |
| resz_test(device_ptr); |
| |
| cleanup: |
| if(device_ptr) { |
| D3DDEVICE_CREATION_PARAMETERS creation_parameters; |
| ULONG refcount; |
| |
| IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters); |
| DestroyWindow(creation_parameters.hFocusWindow); |
| refcount = IDirect3DDevice8_Release(device_ptr); |
| ok(!refcount, "Device has %u references left\n", refcount); |
| } |
| } |