| /* |
| * Copyright 2005, 2007-2008 Henri Verbeet |
| * Copyright (C) 2007-2013 Stefan Dösinger(for CodeWeavers) |
| * Copyright (C) 2008 Jason Green(for TransGaming) |
| * |
| * 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 |
| */ |
| |
| /* This test framework allows limited testing of rendering results. Things are rendered, shown on |
| * the framebuffer, read back from there and compared to expected colors. |
| * |
| * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test |
| * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough |
| * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with |
| * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that |
| * causes visible results in games can be tested in a way that does not depend on pixel exactness |
| */ |
| |
| #include <math.h> |
| |
| #define COBJMACROS |
| #include <d3d9.h> |
| #include "wine/test.h" |
| |
| struct vec2 |
| { |
| float x, y; |
| }; |
| |
| struct vec3 |
| { |
| float x, y, z; |
| }; |
| |
| struct vec4 |
| { |
| float x, y, z, w; |
| }; |
| |
| static HWND create_window(void) |
| { |
| WNDCLASSA wc = {0}; |
| HWND ret; |
| wc.lpfnWndProc = DefWindowProcA; |
| wc.lpszClassName = "d3d9_test_wc"; |
| RegisterClassA(&wc); |
| |
| ret = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_SYSMENU | WS_POPUP, |
| 0, 0, 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; |
| } |
| |
| /* Locks a given surface and returns the color at (x,y). It's the caller's |
| * responsibility to only pass in lockable surfaces and valid x,y coordinates */ |
| static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y) |
| { |
| DWORD color; |
| HRESULT hr; |
| D3DSURFACE_DESC desc; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| D3DLOCKED_RECT lockedRect; |
| |
| hr = IDirect3DSurface9_GetDesc(surface, &desc); |
| if(FAILED(hr)) /* This is not a test */ |
| { |
| trace("Can't get the surface description, hr=%08x\n", hr); |
| return 0xdeadbeef; |
| } |
| |
| hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); |
| if(FAILED(hr)) /* This is not a test */ |
| { |
| trace("Can't lock the surface, hr=%08x\n", hr); |
| return 0xdeadbeef; |
| } |
| switch(desc.Format) { |
| case D3DFMT_A8R8G8B8: |
| { |
| color = ((DWORD *) lockedRect.pBits)[0]; |
| break; |
| } |
| default: |
| trace("Error: unknown surface format: %d\n", desc.Format); |
| color = 0xdeadbeef; |
| break; |
| } |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the surface, hr=%08x\n", hr); |
| } |
| return color; |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| IDirect3DSurface9 *surf = NULL, *target = NULL; |
| HRESULT hr; |
| D3DLOCKED_RECT lockedRect; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL); |
| if (FAILED(hr) || !surf) |
| { |
| trace("Can't create an offscreen plain surface to read the render target data, hr=%08x\n", hr); |
| return 0xdeadbeef; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); |
| if(FAILED(hr)) |
| { |
| trace("Can't get the render target, hr=%08x\n", hr); |
| ret = 0xdeadbeed; |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTargetData(device, target, surf); |
| if (FAILED(hr)) |
| { |
| trace("Can't read the render target data, hr=%08x\n", hr); |
| ret = 0xdeadbeec; |
| goto out; |
| } |
| |
| hr = IDirect3DSurface9_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 = IDirect3DSurface9_UnlockRect(surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the offscreen surface, hr=%08x\n", hr); |
| } |
| |
| out: |
| if(target) IDirect3DSurface9_Release(target); |
| if(surf) IDirect3DSurface9_Release(surf); |
| return ret; |
| } |
| |
| static IDirect3DDevice9 *create_device(IDirect3D9 *d3d, HWND device_window, HWND focus_window, BOOL windowed) |
| { |
| D3DPRESENT_PARAMETERS present_parameters = {0}; |
| IDirect3DDevice9 *device; |
| |
| present_parameters.Windowed = windowed; |
| present_parameters.hDeviceWindow = device_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; |
| |
| if (SUCCEEDED(IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, |
| D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) |
| return device; |
| |
| return NULL; |
| } |
| |
| static void cleanup_device(IDirect3DDevice9 *device) |
| { |
| if (device) |
| { |
| D3DPRESENT_PARAMETERS present_parameters; |
| IDirect3DSwapChain9 *swapchain; |
| ULONG ref; |
| |
| IDirect3DDevice9_GetSwapChain(device, 0, &swapchain); |
| IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters); |
| IDirect3DSwapChain9_Release(swapchain); |
| ref = IDirect3DDevice9_Release(device); |
| ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); |
| DestroyWindow(present_parameters.hDeviceWindow); |
| } |
| } |
| |
| static void test_sanity(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| color = getPixelColor(device, 1, 1); |
| ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| color = getPixelColor(device, 639, 479); |
| ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void lighting_test(void) |
| { |
| DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; |
| DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; |
| IDirect3DDevice9 *device; |
| D3DMATERIAL9 material; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| unsigned int i; |
| |
| static const D3DMATRIX mat = |
| {{{ |
| 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, |
| }}}, |
| mat_singular = |
| {{{ |
| 1.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 1.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.5f, 1.0f, |
| }}}, |
| mat_transf = |
| {{{ |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| -1.0f, 0.0f, 0.0f, 0.0f, |
| 10.f, 10.0f, 10.0f, 1.0f, |
| }}}, |
| mat_nonaffine = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, -1.0f, |
| 10.f, 10.0f, 10.0f, 0.0f, |
| }}}; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| 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}, |
| }, |
| 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}, |
| }, |
| lighting_test[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x8000ff00}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x80000000}, |
| {{-1.0f, 1.0f, 0.1f}, 0x8000ff00}, |
| {{ 1.0f, 1.0f, 0.1f}, 0x80000000}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec3 normal; |
| DWORD diffuse; |
| } |
| 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}, |
| }, |
| 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}, |
| }, |
| nquad[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| }, |
| rotatedquad[] = |
| { |
| {{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, |
| {{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, |
| {{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, |
| {{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, |
| }, |
| translatedquad[] = |
| { |
| {{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| {{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| {{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| {{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, |
| }; |
| static const WORD indices[] = {0, 1, 2, 2, 3, 0}; |
| static const struct |
| { |
| const D3DMATRIX *world_matrix; |
| const void *quad; |
| unsigned int size; |
| DWORD expected; |
| const char *message; |
| } |
| tests[] = |
| { |
| {&mat, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with light"}, |
| {&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with singular world matrix"}, |
| {&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, "Lit quad with transformation matrix"}, |
| {&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, "Lit quad with non-affine matrix"}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, fvf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| /* No lights are defined... That means, lit vertices should be entirely black */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, nfvf); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 left 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 left quad - lit with normals */ |
| ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_LightEnable(device, 0, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) |
| { |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix); |
| ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color); |
| } |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat); |
| ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_LightEnable(device, 0, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable light 0, hr %#x.\n", hr); |
| |
| memset(&material, 0, sizeof(material)); |
| material.Diffuse.r = 0.0; |
| material.Diffuse.g = 0.0; |
| material.Diffuse.b = 0.0; |
| material.Diffuse.a = 1.0; |
| material.Ambient.r = 0.0; |
| material.Ambient.g = 0.0; |
| material.Ambient.b = 0.0; |
| material.Ambient.a = 0.0; |
| material.Specular.r = 0.0; |
| material.Specular.g = 0.0; |
| material.Specular.b = 0.0; |
| material.Specular.a = 0.0; |
| material.Emissive.r = 0.0; |
| material.Emissive.g = 0.0; |
| material.Emissive.b = 0.0; |
| material.Emissive.a = 0.0; |
| material.Power = 0.0; |
| hr = IDirect3DDevice9_SetMaterial(device, &material); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_specular_lighting(void) |
| { |
| static const unsigned int vertices_side = 5; |
| const unsigned int indices_count = (vertices_side - 1) * (vertices_side - 1) * 2 * 3; |
| static const DWORD fvf = D3DFVF_XYZ | D3DFVF_NORMAL; |
| static const D3DMATRIX mat = |
| {{{ |
| 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, |
| }}}; |
| static const D3DLIGHT9 directional = |
| { |
| D3DLIGHT_DIRECTIONAL, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {1.0f, 1.0f, 1.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 1.0f}, |
| }, |
| point = |
| { |
| D3DLIGHT_POINT, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {1.0f, 1.0f, 1.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f}, |
| 100.0f, |
| 0.0f, |
| 0.0f, 0.0f, 1.0f, |
| }, |
| spot = |
| { |
| D3DLIGHT_SPOT, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {1.0f, 1.0f, 1.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 1.0f}, |
| 100.0f, |
| 1.0f, |
| 0.0f, 0.0f, 1.0f, |
| M_PI / 12.0f, M_PI / 3.0f |
| }, |
| /* The chosen range value makes the test fail when using a manhattan |
| * distance metric vs the correct euclidean distance. */ |
| point_range = |
| { |
| D3DLIGHT_POINT, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {1.0f, 1.0f, 1.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f}, |
| {0.0f, 0.0f, 0.0f}, |
| 1.2f, |
| 0.0f, |
| 0.0f, 0.0f, 1.0f, |
| }; |
| static const struct expected_color |
| { |
| unsigned int x, y; |
| D3DCOLOR color; |
| } |
| expected_directional[] = |
| { |
| {160, 120, 0x00ffffff}, |
| {320, 120, 0x00ffffff}, |
| {480, 120, 0x00ffffff}, |
| {160, 240, 0x00ffffff}, |
| {320, 240, 0x00ffffff}, |
| {480, 240, 0x00ffffff}, |
| {160, 360, 0x00ffffff}, |
| {320, 360, 0x00ffffff}, |
| {480, 360, 0x00ffffff}, |
| }, |
| expected_directional_local[] = |
| { |
| {160, 120, 0x003c3c3c}, |
| {320, 120, 0x00717171}, |
| {480, 120, 0x003c3c3c}, |
| {160, 240, 0x00717171}, |
| {320, 240, 0x00ffffff}, |
| {480, 240, 0x00717171}, |
| {160, 360, 0x003c3c3c}, |
| {320, 360, 0x00717171}, |
| {480, 360, 0x003c3c3c}, |
| }, |
| expected_point[] = |
| { |
| {160, 120, 0x00282828}, |
| {320, 120, 0x005a5a5a}, |
| {480, 120, 0x00282828}, |
| {160, 240, 0x005a5a5a}, |
| {320, 240, 0x00ffffff}, |
| {480, 240, 0x005a5a5a}, |
| {160, 360, 0x00282828}, |
| {320, 360, 0x005a5a5a}, |
| {480, 360, 0x00282828}, |
| }, |
| expected_point_local[] = |
| { |
| {160, 120, 0x00000000}, |
| {320, 120, 0x00070707}, |
| {480, 120, 0x00000000}, |
| {160, 240, 0x00070707}, |
| {320, 240, 0x00ffffff}, |
| {480, 240, 0x00070707}, |
| {160, 360, 0x00000000}, |
| {320, 360, 0x00070707}, |
| {480, 360, 0x00000000}, |
| }, |
| expected_spot[] = |
| { |
| {160, 120, 0x00000000}, |
| {320, 120, 0x00141414}, |
| {480, 120, 0x00000000}, |
| {160, 240, 0x00141414}, |
| {320, 240, 0x00ffffff}, |
| {480, 240, 0x00141414}, |
| {160, 360, 0x00000000}, |
| {320, 360, 0x00141414}, |
| {480, 360, 0x00000000}, |
| }, |
| expected_spot_local[] = |
| { |
| {160, 120, 0x00000000}, |
| {320, 120, 0x00020202}, |
| {480, 120, 0x00000000}, |
| {160, 240, 0x00020202}, |
| {320, 240, 0x00ffffff}, |
| {480, 240, 0x00020202}, |
| {160, 360, 0x00000000}, |
| {320, 360, 0x00020202}, |
| {480, 360, 0x00000000}, |
| }, |
| expected_point_range[] = |
| { |
| {160, 120, 0x00000000}, |
| {320, 120, 0x005a5a5a}, |
| {480, 120, 0x00000000}, |
| {160, 240, 0x005a5a5a}, |
| {320, 240, 0x00ffffff}, |
| {480, 240, 0x005a5a5a}, |
| {160, 360, 0x00000000}, |
| {320, 360, 0x005a5a5a}, |
| {480, 360, 0x00000000}, |
| }; |
| static const struct |
| { |
| const D3DLIGHT9 *light; |
| BOOL local_viewer; |
| const struct expected_color *expected; |
| unsigned int expected_count; |
| } |
| tests[] = |
| { |
| {&directional, FALSE, expected_directional, |
| sizeof(expected_directional) / sizeof(expected_directional[0])}, |
| {&directional, TRUE, expected_directional_local, |
| sizeof(expected_directional_local) / sizeof(expected_directional_local[0])}, |
| {&point, FALSE, expected_point, |
| sizeof(expected_point) / sizeof(expected_point[0])}, |
| {&point, TRUE, expected_point_local, |
| sizeof(expected_point_local) / sizeof(expected_point_local[0])}, |
| {&spot, FALSE, expected_spot, |
| sizeof(expected_spot) / sizeof(expected_spot[0])}, |
| {&spot, TRUE, expected_spot_local, |
| sizeof(expected_spot_local) / sizeof(expected_spot_local[0])}, |
| {&point_range, FALSE, expected_point_range, |
| sizeof(expected_point_range) / sizeof(expected_point_range[0])}, |
| }; |
| IDirect3DDevice9 *device; |
| D3DMATERIAL9 material; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| unsigned int i, j, x, y; |
| struct |
| { |
| struct vec3 position; |
| struct vec3 normal; |
| } *quad; |
| WORD *indices; |
| |
| quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad)); |
| indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices)); |
| for (i = 0, y = 0; y < vertices_side; ++y) |
| { |
| for (x = 0; x < vertices_side; ++x) |
| { |
| quad[i].position.x = x * 2.0f / (vertices_side - 1) - 1.0f; |
| quad[i].position.y = y * 2.0f / (vertices_side - 1) - 1.0f; |
| quad[i].position.z = 1.0f; |
| quad[i].normal.x = 0.0f; |
| quad[i].normal.y = 0.0f; |
| quad[i++].normal.z = -1.0f; |
| } |
| } |
| for (i = 0, y = 0; y < (vertices_side - 1); ++y) |
| { |
| for (x = 0; x < (vertices_side - 1); ++x) |
| { |
| indices[i++] = y * vertices_side + x + 1; |
| indices[i++] = y * vertices_side + x; |
| indices[i++] = (y + 1) * vertices_side + x; |
| indices[i++] = y * vertices_side + x + 1; |
| indices[i++] = (y + 1) * vertices_side + x; |
| indices[i++] = (y + 1) * vertices_side + x + 1; |
| } |
| } |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat); |
| ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat); |
| ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, fvf); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| memset(&material, 0, sizeof(material)); |
| material.Specular.r = 1.0f; |
| material.Specular.g = 1.0f; |
| material.Specular.b = 1.0f; |
| material.Specular.a = 1.0f; |
| material.Power = 30.0f; |
| hr = IDirect3DDevice9_SetMaterial(device, &material); |
| ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_LightEnable(device, 0, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) |
| { |
| hr = IDirect3DDevice9_SetLight(device, 0, tests[i].light); |
| ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer); |
| ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, |
| 0, vertices_side * vertices_side, indices_count / 3, indices, |
| D3DFMT_INDEX16, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (j = 0; j < tests[i].expected_count; ++j) |
| { |
| color = getPixelColor(device, tests[i].expected[j].x, tests[i].expected[j].y); |
| ok(color_match(color, tests[i].expected[j].color, 1), |
| "Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.\n", |
| tests[i].expected[j].color, tests[i].expected[j].x, |
| tests[i].expected[j].y, color, i); |
| } |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| HeapFree(GetProcessHeap(), 0, indices); |
| HeapFree(GetProcessHeap(), 0, quad); |
| } |
| |
| static void clear_test(void) |
| { |
| /* Tests the correctness of clearing parameters */ |
| HRESULT hr; |
| D3DRECT rect[2]; |
| D3DRECT rect_negneg; |
| DWORD color; |
| D3DVIEWPORT9 old_vp, vp; |
| RECT scissor; |
| DWORD oldColorWrite; |
| BOOL invalid_clear_failed = FALSE; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_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. The refrast returns an error in this case, every real driver tested so far |
| * returns D3D_OK, but ignores the rectangle silently |
| */ |
| hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; |
| |
| /* negative x, negative y */ |
| rect_negneg.x1 = 640; |
| rect_negneg.y1 = 240; |
| rect_negneg.x2 = 320; |
| rect_negneg.y2 = 0; |
| hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; |
| |
| 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 */ |
| if(invalid_clear_failed) { |
| /* If the negative rectangle was refused, the other rectangles in the list shouldn't be cleared either */ |
| ok(color == 0x00ffffff, "Clear rectangle 1(pos, pos) has color %08x\n", color); |
| } else { |
| /* If the negative rectangle was dropped silently, the correct ones are cleared */ |
| 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); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Hack to work around a nvidia windows driver bug. The clear below is supposed to |
| * clear the red quad in the top left part of the render target. For some reason it |
| * doesn't work if the clear color is 0xffffffff on some versions of the Nvidia Windows |
| * driver(tested on 8.17.12.5896, Win7). A clear with a different color works around |
| * this bug and fixes the clear with the white color. Even 0xfeffffff works, but let's |
| * pick some obvious value |
| */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbabe, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Test how the viewport affects clears */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetViewport(device, &old_vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr); |
| |
| vp.X = 160; |
| vp.Y = 120; |
| vp.Width = 160; |
| vp.Height = 120; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| vp.X = 320; |
| vp.Y = 240; |
| vp.Width = 320; |
| vp.Height = 240; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| rect[0].x1 = 160; |
| rect[0].y1 = 120; |
| rect[0].x2 = 480; |
| rect[0].y2 = 360; |
| hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetViewport(device, &old_vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ffffff, "(158,118) has color %08x\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x00ffffff, "(162,118) has color %08x\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ffffff, "(158,122) has color %08x\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x000000ff, "(162,122) has color %08x\n", color); |
| |
| color = getPixelColor(device, 318, 238); |
| ok(color == 0x000000ff, "(318,238) has color %08x\n", color); |
| color = getPixelColor(device, 322, 238); |
| ok(color == 0x00ffffff, "(322,328) has color %08x\n", color); |
| color = getPixelColor(device, 318, 242); |
| ok(color == 0x00ffffff, "(318,242) has color %08x\n", color); |
| color = getPixelColor(device, 322, 242); |
| ok(color == 0x0000ff00, "(322,242) has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 358); |
| ok(color == 0x0000ff00, "(478,358 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ffffff, "(482,358) has color %08x\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color == 0x00ffffff, "(478,362) has color %08x\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color == 0x00ffffff, "(482,362) has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| scissor.left = 160; |
| scissor.right = 480; |
| scissor.top = 120; |
| scissor.bottom = 360; |
| hr = IDirect3DDevice9_SetScissorRect(device, &scissor); |
| ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &rect[1], D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x00ffffff, "Pixel 162/118 has color %08x\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x00ff0000, "Pixel 162/122 has color %08x\n", color); |
| |
| color = getPixelColor(device, 158, 358); |
| ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); |
| color = getPixelColor(device, 162, 358); |
| ok(color == 0x0000ff00, "Pixel 162/358 has color %08x\n", color); |
| color = getPixelColor(device, 158, 358); |
| ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); |
| color = getPixelColor(device, 162, 362); |
| ok(color == 0x00ffffff, "Pixel 162/362 has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 118); |
| ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); |
| color = getPixelColor(device, 478, 122); |
| ok(color == 0x0000ff00, "Pixel 162/118 has color %08x\n", color); |
| color = getPixelColor(device, 482, 122); |
| ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ffffff, "Pixel 162/122 has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 358); |
| ok(color == 0x0000ff00, "Pixel 478/358 has color %08x\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color == 0x00ffffff, "Pixel 478/118 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); |
| |
| color = getPixelColor(device, 318, 238); |
| ok(color == 0x00ff0000, "Pixel 318/238 has color %08x\n", color); |
| color = getPixelColor(device, 318, 242); |
| ok(color == 0x0000ff00, "Pixel 318/242 has color %08x\n", color); |
| color = getPixelColor(device, 322, 238); |
| ok(color == 0x0000ff00, "Pixel 322/238 has color %08x\n", color); |
| color = getPixelColor(device, 322, 242); |
| ok(color == 0x0000ff00, "Pixel 322/242 has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &oldColorWrite); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| |
| /* Same nvidia windows driver trouble with white clears as earlier in the same test */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbeef, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, oldColorWrite); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| |
| /* Colorwriteenable does not affect the clear */ |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffffff, "Color write protected clear returned color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| rect[0].x1 = 0; |
| rect[0].y1 = 0; |
| rect[0].x2 = 640; |
| rect[0].y2 = 480; |
| hr = IDirect3DDevice9_Clear(device, 0, rect, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1), |
| "Clear with count = 0, rect != NULL has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Clear with count = 1, rect = NULL has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void color_fill_test(void) |
| { |
| IDirect3DSurface9 *surface; |
| IDirect3DTexture9 *texture; |
| D3DCOLOR fill_color, color; |
| DWORD fill_a, expected_a; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| static const struct |
| { |
| D3DPOOL pool; |
| DWORD usage; |
| HRESULT hr; |
| } |
| resource_types[] = |
| { |
| {D3DPOOL_DEFAULT, 0, D3DERR_INVALIDCALL}, |
| {D3DPOOL_DEFAULT, D3DUSAGE_DYNAMIC, D3DERR_INVALIDCALL}, |
| {D3DPOOL_DEFAULT, D3DUSAGE_RENDERTARGET, D3D_OK}, |
| {D3DPOOL_SYSTEMMEM, 0, D3DERR_INVALIDCALL}, |
| {D3DPOOL_MANAGED, 0, D3DERR_INVALIDCALL}, |
| {D3DPOOL_SCRATCH, 0, D3DERR_INVALIDCALL}, |
| }; |
| static const struct |
| { |
| D3DFORMAT format; |
| const char *name; |
| enum |
| { |
| CHECK_FILL_VALUE = 0x1, |
| TODO_FILL_RETURN = 0x2, |
| BLOCKS = 0x4, |
| } flags; |
| DWORD fill_value; |
| } |
| formats[] = |
| { |
| {D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8", CHECK_FILL_VALUE, 0xdeadbeef}, |
| /* D3DFMT_X8R8G8B8 either set X = A or X = 0, depending on the driver. */ |
| {D3DFMT_R5G6B5, "D3DFMT_R5G6B5", CHECK_FILL_VALUE, 0xadfdadfd}, |
| {D3DFMT_G16R16, "D3DFMT_G16R16", CHECK_FILL_VALUE, 0xbebeadad}, |
| /* Real hardware reliably fills the surface with the blue channel but |
| * the testbot fills it with 0x00. Wine incorrectly uses the alpha |
| * channel. Don't bother checking the result because P8 surfaces are |
| * essentially useless in d3d9. */ |
| {D3DFMT_P8, "D3DFMT_P8", 0, 0xefefefef}, |
| /* Windows drivers produce different results for these formats. |
| * No driver produces a YUV value that matches the input RGB |
| * value, and no driver produces a proper DXT compression block. |
| * |
| * Even the clear value 0 does not reliably produce a fill value |
| * that will return vec4(0.0, 0.0, 0.0, 0.0) when sampled. |
| * |
| * The YUV tests are disabled because they produce a driver-dependent |
| * result on Wine. |
| * {D3DFMT_YUY2, "D3DFMT_YUY2", BLOCKS, 0}, |
| * {D3DFMT_UYVY, "D3DFMT_UYVY", BLOCKS, 0}, */ |
| {D3DFMT_DXT1, "D3DFMT_DXT1", BLOCKS | TODO_FILL_RETURN, 0}, |
| /* Vendor-specific formats like ATI2N are a non-issue here since they're not |
| * supported as offscreen plain surfaces and do not support D3DUSAGE_RENDERTARGET |
| * when created as texture. */ |
| }; |
| unsigned int i; |
| D3DLOCKED_RECT locked_rect; |
| DWORD *surface_data; |
| static const RECT rect = {4, 4, 8, 8}, rect2 = {5, 5, 7, 7}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| /* Test ColorFill on a the backbuffer (should pass) */ |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &surface); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| |
| fill_color = 0x112233; |
| hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); |
| ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 0, 0); |
| ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); |
| |
| IDirect3DSurface9_Release(surface); |
| |
| /* Test ColorFill on a render target surface (should pass) */ |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &surface, NULL ); |
| ok(hr == D3D_OK, "Unable to create render target surface, hr = %08x\n", hr); |
| |
| fill_color = 0x445566; |
| hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); |
| ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); |
| |
| color = getPixelColorFromSurface(surface, 0, 0); |
| ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); |
| |
| IDirect3DSurface9_Release(surface); |
| |
| /* Test ColorFill on an offscreen plain surface in D3DPOOL_DEFAULT (should pass) */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL); |
| ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); |
| |
| fill_color = 0x778899; |
| hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); |
| ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); |
| |
| color = getPixelColorFromSurface(surface, 0, 0); |
| ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); |
| |
| IDirect3DSurface9_Release(surface); |
| |
| /* Try ColorFill on an offscreen surface in sysmem (should fail) */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL); |
| ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0); |
| ok(hr == D3DERR_INVALIDCALL, "ColorFill on offscreen sysmem surface failed with hr = %08x\n", hr); |
| |
| IDirect3DSurface9_Release(surface); |
| |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D16, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &surface, NULL); |
| ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr = %08x.\n", hr); |
| |
| hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0); |
| ok(hr == D3DERR_INVALIDCALL, "ColorFill on a depth stencil surface returned hr = %08x.\n", hr); |
| |
| IDirect3DSurface9_Release(surface); |
| |
| for (i = 0; i < sizeof(resource_types) / sizeof(resource_types[0]); i++) |
| { |
| texture = NULL; |
| hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, resource_types[i].usage, |
| D3DFMT_A8R8G8B8, resource_types[i].pool, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, i=%u.\n", hr, i); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(SUCCEEDED(hr), "Failed to get surface, hr %#x, i=%u.\n", hr, i); |
| |
| hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); |
| ok(hr == resource_types[i].hr, "Got unexpected hr %#x, expected %#x, i=%u.\n", |
| hr, resource_types[i].hr, i); |
| |
| IDirect3DSurface9_Release(surface); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| for (i = 0; i < sizeof(formats) / sizeof(formats[0]); i++) |
| { |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, formats[i].format) != D3D_OK) |
| { |
| skip("Offscreenplain %s surfaces not supported, skipping colorfill test\n", formats[i].name); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| formats[i].format, D3DPOOL_DEFAULT, &surface, NULL); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| |
| hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0xdeadbeef); |
| if (formats[i].flags & TODO_FILL_RETURN) |
| todo_wine ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| else |
| ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| |
| hr = IDirect3DDevice9_ColorFill(device, surface, &rect, 0xdeadbeef); |
| if (formats[i].flags & TODO_FILL_RETURN) |
| todo_wine ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| else |
| ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| |
| if (SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_ColorFill(device, surface, &rect2, 0xdeadbeef); |
| if (formats[i].flags & BLOCKS) |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, fmt=%s.\n", hr, formats[i].name); |
| else |
| ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| } |
| |
| if (formats[i].flags & CHECK_FILL_VALUE) |
| { |
| hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_READONLY); |
| ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| surface_data = locked_rect.pBits; |
| fill_a = (surface_data[0] & 0xff000000) >> 24; |
| expected_a = (formats[i].fill_value & 0xff000000) >> 24; |
| /* Windows drivers disagree on how to promote the 8 bit per channel |
| * input argument to 16 bit for D3DFMT_G16R16. */ |
| ok(color_match(surface_data[0], formats[i].fill_value, 2) && |
| abs((expected_a) - (fill_a)) < 3, |
| "Expected clear value 0x%08x, got 0x%08x, fmt=%s.\n", |
| formats[i].fill_value, surface_data[0], formats[i].name); |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, fmt=%s.\n", hr, formats[i].name); |
| } |
| |
| IDirect3DSurface9_Release(surface); |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| /* |
| * c7 mova ARGB mov ARGB |
| * -2.4 -2 0x00ffff00 -3 0x00ff0000 |
| * -1.6 -2 0x00ffff00 -2 0x00ffff00 |
| * -0.4 0 0x0000ffff -1 0x0000ff00 |
| * 0.4 0 0x0000ffff 0 0x0000ffff |
| * 1.6 2 0x00ff00ff 1 0x000000ff |
| * 2.4 2 0x00ff00ff 2 0x00ff00ff |
| */ |
| static void test_mova(void) |
| { |
| IDirect3DVertexDeclaration9 *vertex_declaration; |
| IDirect3DVertexShader9 *mova_shader; |
| IDirect3DVertexShader9 *mov_shader; |
| IDirect3DDevice9 *device; |
| unsigned int i, j; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD mova_test[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ |
| 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ |
| 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ |
| 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ |
| 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ |
| 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ |
| 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ |
| 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */ |
| 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* END */ |
| }; |
| static const DWORD mov_test[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ |
| 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ |
| 0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ |
| 0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ |
| 0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */ |
| 0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* END */ |
| }; |
| static const struct |
| { |
| float in[4]; |
| DWORD out; |
| } |
| test_data[2][6] = |
| { |
| { |
| {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000}, |
| {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, |
| {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00}, |
| {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, |
| {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff}, |
| {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} |
| }, |
| { |
| {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, |
| {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, |
| {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, |
| {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, |
| {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}, |
| {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} |
| } |
| }; |
| static const struct vec3 quad[] = |
| { |
| {-1.0f, -1.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.0f}, |
| { 1.0f, 1.0f, 0.0f}, |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| D3DDECL_END() |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) |
| { |
| skip("No vs_2_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, mov_shader); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| for (j = 0; j < sizeof(test_data) / sizeof(*test_data); ++j) |
| { |
| for (i = 0; i < sizeof(*test_data) / sizeof(**test_data); ++i) |
| { |
| DWORD color; |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1); |
| ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n", |
| test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova"); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); |
| } |
| hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| } |
| |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| IDirect3DVertexShader9_Release(mova_shader); |
| IDirect3DVertexShader9_Release(mov_shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fog_test(void) |
| { |
| float start = 0.0f, end = 1.0f; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| int i; |
| |
| /* Gets full z based fog with linear fog, no fog with specular color. */ |
| static const struct |
| { |
| float x, y, z; |
| D3DCOLOR diffuse; |
| D3DCOLOR specular; |
| } |
| untransformed_1[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, |
| {-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, |
| { 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, |
| { 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, |
| }, |
| /* Ok, I am too lazy to deal with transform matrices. */ |
| untransformed_2[] = |
| { |
| {-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, |
| {-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, |
| { 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, |
| { 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, |
| }, |
| untransformed_3[] = |
| { |
| {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| {-1.0f, 1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| { 1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| { 1.0f, 1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| }, |
| 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}, |
| }, |
| 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}, |
| }; |
| /* 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. */ |
| static const struct |
| { |
| float x, y, z, rhw; |
| D3DCOLOR diffuse; |
| D3DCOLOR specular; |
| } |
| transformed_1[] = |
| { |
| {320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| {640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| }, |
| transformed_2[] = |
| { |
| {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| {640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| {320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| rev_fog_quads[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x000000ff}, |
| {{-1.0f, 0.0f, 0.1f}, 0x000000ff}, |
| {{ 0.0f, 0.0f, 0.1f}, 0x000000ff}, |
| {{ 0.0f, -1.0f, 0.1f}, 0x000000ff}, |
| |
| {{ 0.0f, -1.0f, 0.9f}, 0x000000ff}, |
| {{ 0.0f, 0.0f, 0.9f}, 0x000000ff}, |
| {{ 1.0f, 0.0f, 0.9f}, 0x000000ff}, |
| {{ 1.0f, -1.0f, 0.9f}, 0x000000ff}, |
| |
| {{ 0.0f, 0.0f, 0.4f}, 0x000000ff}, |
| {{ 0.0f, 1.0f, 0.4f}, 0x000000ff}, |
| {{ 1.0f, 1.0f, 0.4f}, 0x000000ff}, |
| {{ 1.0f, 0.0f, 0.4f}, 0x000000ff}, |
| |
| {{-1.0f, 0.0f, 0.7f}, 0x000000ff}, |
| {{-1.0f, 1.0f, 0.7f}, 0x000000ff}, |
| {{ 0.0f, 1.0f, 0.7f}, 0x000000ff}, |
| {{ 0.0f, 0.0f, 0.7f}, 0x000000ff}, |
| }; |
| static const D3DMATRIX ident_mat = |
| {{{ |
| 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 |
| }}}; |
| static const D3DMATRIX world_mat1 = |
| {{{ |
| 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 |
| }}}; |
| static const D3DMATRIX world_mat2 = |
| {{{ |
| 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 |
| }}}; |
| static const D3DMATRIX proj_mat = |
| {{{ |
| 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 |
| }}}; |
| static const WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| static const WORD Indices2[] = |
| { |
| 0, 1, 2, 2, 3, 0, |
| 4, 5, 6, 6, 7, 4, |
| 8, 9, 10, 10, 11, 8, |
| 12, 13, 14, 14, 15, 12, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */); |
| ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); |
| /* Some of the tests seem to depend on the projection matrix explicitly |
| * being set to an identity matrix, even though that's the default. |
| * (AMD Radeon HD 6310, Windows 7) */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| |
| /* First test: Both table fog and vertex fog off */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| /* Untransformed, vertex fog = NONE, table fog = NONE: |
| * Read the fog weighting from the specular color. */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* That makes it use the Z value */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr); |
| /* Untransformed, vertex fog != none (or table fog != none): |
| * Use the Z value as input into the equation. */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* transformed verts */ |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: |
| * Use specular color alpha component. */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", hr); |
| /* Transformed, table fog != none, vertex anything: |
| * Use Z value as input to the fog equation. */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %08x\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) |
| { |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x0000ff00, 1), "Transformed vertex with linear table fog has color %08x\n", color); |
| } |
| else |
| { |
| /* Without fog table support the vertex fog is still applied, even though table fog is turned on. |
| * The settings above result in no fogging with vertex fog |
| */ |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| trace("Info: Table fog not supported by this device\n"); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Now test the special case fogstart == fogend */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| start = 512; |
| end = 512; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start)); |
| ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end)); |
| ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr); |
| |
| /* Untransformed vertex, z coord = 0.1, fogstart = 512, fogend = 512. |
| * Would result in a completely fog-free primitive because start > zcoord, |
| * but because start == end, the primitive is fully covered by fog. The |
| * same happens to the 2nd untransformed quad with z = 1.0. The third |
| * transformed quad remains unfogged because the fogcoords are read from |
| * the specular color and has fixed fogstart and fogend. */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: |
| * Use specular color alpha component. */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations, |
| * but without shaders it seems to work everywhere |
| */ |
| end = 0.2; |
| start = 0.8; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| /* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so |
| * it doesn't seem very important for games. ATI cards also have problems with reversed table fog, |
| * so skip this for now |
| */ |
| for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) { |
| const char *mode = (i ? "table" : "vertex"); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE); |
| ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 16 /* NumVerts */, |
| 8 /* PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads, sizeof(rev_fog_quads[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00 or 0x0000fe00\n", mode, color); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x2b, 0xd4), 2), |
| "Reversed %s fog: z=0.7 has color 0x%08x\n", mode, color); |
| |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xaa, 0x55), 2), |
| "Reversed %s fog: z=0.4 has color 0x%08x\n", mode, color); |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n"); |
| break; |
| } |
| } |
| |
| if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) |
| { |
| /* A simple fog + non-identity world matrix test */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %#08x\n", hr); |
| |
| start = 0.0; |
| end = 1.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end)); |
| ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 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); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test fog behavior with an orthogonal (but non-identity) projection matrix */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| 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); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &ident_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| } |
| else |
| { |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); |
| } |
| |
| /* Test RANGEFOG vs FOGTABLEMODE */ |
| if ((caps.RasterCaps & (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) == |
| (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) |
| { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| |
| /* z=0.5, x = +/- 1.0, y = +/- 1.0. In case of z fog the fog coordinate is |
| * 0.5. With range fog it is sqrt(x*x + y*y + z*z) = 1.5 for all vertices. |
| * Note that the fog coordinate is interpolated linearly across the vertices, |
| * so the different eye distance at the screen center should not matter. */ |
| start = 0.75f; |
| end = 0.75001f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| |
| /* Table fog: Range fog is not used */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, |
| untransformed_3, sizeof(*untransformed_3)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 10, 10); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 10); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 10, 470); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 470); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); |
| |
| /* Vertex fog: Rangefog is used */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, |
| untransformed_3, sizeof(*untransformed_3)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 10, 10); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 10); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 10, 470); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 470); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| } |
| else |
| { |
| skip("Range fog or table fog not supported, skipping range fog tests\n"); |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| /* This test verifies the behaviour of cube maps wrt. texture wrapping. |
| * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE, |
| * regardless of the actual addressing mode set. The way this test works is |
| * that we sample in one of the corners of the cubemap with filtering enabled, |
| * and check the interpolated color. There are essentially two reasonable |
| * things an implementation can do: Either pick one of the faces and |
| * interpolate the edge texel with itself (i.e., clamp within the face), or |
| * interpolate between the edge texels of the three involved faces. It should |
| * never involve the border color or the other side (texcoord wrapping) of a |
| * face in the interpolation. */ |
| static void test_cube_wrap(void) |
| { |
| IDirect3DVertexDeclaration9 *vertex_declaration; |
| IDirect3DSurface9 *face_surface, *surface; |
| IDirect3DCubeTexture9 *texture; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice9 *device; |
| unsigned int x, y, face; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const float quad[][6] = |
| { |
| {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| {-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const struct |
| { |
| D3DTEXTUREADDRESS mode; |
| const char *name; |
| } |
| address_modes[] = |
| { |
| {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"}, |
| {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"}, |
| {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"}, |
| {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"}, |
| {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)) |
| { |
| skip("No cube texture support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL); |
| ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, |
| D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| for (y = 0; y < 128; ++y) |
| { |
| DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 64; ++x) |
| { |
| *ptr++ = 0xff0000ff; |
| } |
| for (x = 64; x < 128; ++x) |
| { |
| *ptr++ = 0xffff0000; |
| } |
| } |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); |
| |
| hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, 0, 0, &face_surface); |
| ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL); |
| ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(face_surface); |
| |
| hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| for (y = 0; y < 128; ++y) |
| { |
| DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 64; ++x) |
| { |
| *ptr++ = 0xffff0000; |
| } |
| for (x = 64; x < 128; ++x) |
| { |
| *ptr++ = 0xff0000ff; |
| } |
| } |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); |
| |
| /* Create cube faces */ |
| for (face = 1; face < 6; ++face) |
| { |
| hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface); |
| ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL); |
| ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(face_surface); |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x) |
| { |
| DWORD color; |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), |
| "Got color 0x%08x for addressing mode %s, expected 0x000000ff.\n", |
| color, address_modes[x].name); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); |
| } |
| |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| IDirect3DCubeTexture9_Release(texture); |
| IDirect3DSurface9_Release(surface); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void offscreen_test(void) |
| { |
| IDirect3DSurface9 *backbuffer, *offscreen; |
| IDirect3DTexture9 *offscreenTexture; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| 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}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| 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 = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| 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"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| } |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| /* Draw without textures - Should result in a white quad. */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| /* This time with the texture. */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* 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); |
| color = getPixelColor(device, 10, 470); |
| ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DTexture9_Release(offscreenTexture); |
| IDirect3DSurface9_Release(offscreen); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| /* This test 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(void) |
| { |
| IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL}; |
| IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL}; |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DDevice9 *device; |
| unsigned int i, j; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| union |
| { |
| float f; |
| DWORD i; |
| } start, end; |
| |
| /* basic vertex shader without fog computation ("non foggy") */ |
| static const DWORD vertex_shader_code1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff |
| }; |
| /* basic vertex shader with reversed fog computation ("foggy") */ |
| static const DWORD vertex_shader_code2[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ |
| 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 vertex shader with reversed fog computation ("foggy"), vs_2_0 */ |
| static const DWORD vertex_shader_code3[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x05000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x03000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ |
| 0x03000005, 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 const DWORD pixel_shader_code2[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff |
| }; |
| struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| 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 D3DVERTEXELEMENT9 decl_elements[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| /* 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. This is on |
| * a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent. |
| * These tests should be disabled if some other hardware behaves differently |
| */ |
| {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}}, |
| |
| {3, 0, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 0, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 0, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 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 |
| */ |
| /* vs_1_1 with ps_1_1 */ |
| {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}}, |
| |
| /* vs_2_0 with ps_1_1 */ |
| {3, 1, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 1, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 1, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* vs_1_1 with ps_2_0 */ |
| {2, 2, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 2, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 2, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 2, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* vs_2_0 with ps_2_0 */ |
| {3, 2, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 2, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 2, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 2, 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}}, |
| }; |
| static const D3DMATRIX identity = |
| {{{ |
| 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, |
| }}}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No shader model 2 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| /* NOTE: Changing these values will not affect the tests with foggy vertex |
| * shader, as the values are hardcoded in the shader. */ |
| start.f = 0.1f; |
| end.f = 0.9f; |
| |
| /* Some of the tests seem to depend on the projection matrix explicitly |
| * being set to an identity matrix, even though that's the default. |
| * (AMD Radeon HD 6310, Windows 7) */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code3, &vertex_shader[3]); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code2, &pixel_shader[2]); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */); |
| ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i); |
| ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); |
| ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_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].position.z = 0.001f + (float)j / 10.02f; |
| quad[1].position.z = 0.001f + (float)j / 10.02f; |
| quad[2].position.z = 0.001f + (float)j / 10.02f; |
| quad[3].position.z = 0.001f + (float)j / 10.02f; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_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]); |
| } |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DVertexShader9_Release(vertex_shader[1]); |
| IDirect3DVertexShader9_Release(vertex_shader[2]); |
| IDirect3DVertexShader9_Release(vertex_shader[3]); |
| IDirect3DPixelShader9_Release(pixel_shader[1]); |
| IDirect3DPixelShader9_Release(pixel_shader[2]); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void generate_bumpmap_textures(IDirect3DDevice9 *device) { |
| unsigned int i, x, y; |
| HRESULT hr; |
| IDirect3DTexture9 *texture[2] = {NULL, NULL}; |
| D3DLOCKED_RECT locked_rect; |
| |
| /* Generate the textures */ |
| for(i=0; i<2; i++) |
| { |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8, |
| D3DPOOL_MANAGED, &texture[i], NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| for (y = 0; y < 128; ++y) |
| { |
| if(i) |
| { /* Set up black texture with 2x2 texel white spot in the middle */ |
| DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 128; ++x) |
| { |
| *ptr++ = D3DCOLOR_ARGB(0xff, x * 2, y * 2, 0); |
| } |
| } |
| else |
| { /* Set up a displacement map which points away from the center parallel to the closest axis. |
| * (if multiplied with bumpenvmat) |
| */ |
| WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 128; ++x) |
| { |
| if(abs(x-64)>abs(y-64)) |
| { |
| if(x < 64) |
| *ptr++ = 0xc000; |
| else |
| *ptr++ = 0x4000; |
| } |
| else |
| { |
| if(y < 64) |
| *ptr++ = 0x0040; |
| else |
| *ptr++ = 0x00c0; |
| } |
| } |
| } |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture[i], 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| |
| /* Disable texture filtering */ |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr); |
| } |
| } |
| |
| /* Test the behavior of the texbem instruction with normal 2D and projective |
| * 2D textures. */ |
| static void texbem_test(void) |
| { |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| /* Use asymmetric matrix to test loading. */ |
| float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f}; |
| IDirect3DPixelShader9 *pixel_shader = NULL; |
| IDirect3DTexture9 *texture1, *texture2; |
| IDirect3DTexture9 *texture = NULL; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| int i; |
| |
| static const DWORD pixel_shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1*/ |
| 0x00000042, 0xb00f0000, /* tex t0*/ |
| 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/ |
| 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/ |
| 0x0000ffff |
| }; |
| static const DWORD double_texbem_code[] = |
| { |
| 0xffff0103, /* ps_1_3 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */ |
| 0x00000042, 0xb00f0002, /* tex t2 */ |
| 0x00000043, 0xb00f0003, 0xb0e40002, /* texbem t3, t2 */ |
| 0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad[][7] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, |
| }; |
| static const float quad_proj[][9] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f}, |
| {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f}, |
| }; |
| static const float double_quad[] = |
| { |
| -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, |
| -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, |
| 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, |
| 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements[][4] = |
| { |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| }, |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| }, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("No ps_1_1 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| generate_bumpmap_textures(device); |
| |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| |
| for(i=0; i<2; i++) |
| { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| if(i) |
| { |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| |
| if(!i) |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| else |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| |
| /* The Window 8 testbot (WARP) seems to use the transposed |
| * D3DTSS_BUMPENVMAT matrix. */ |
| color = getPixelColor(device, 160, 240); |
| ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00007e00, 4)), |
| "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 240); |
| ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00fe7e00, 4)), |
| "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 120); |
| ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x0080fe00, 4)), |
| "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 360); |
| ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00800000, 4)), |
| "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| IDirect3DPixelShader9_Release(pixel_shader); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| } |
| |
| /* clean up */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); |
| |
| for(i=0; i<2; i++) |
| { |
| hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); /* For the GetTexture */ |
| hr = IDirect3DDevice9_SetTexture(device, i, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| /* Test double texbem */ |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| ((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127; |
| ((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127; |
| |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| ((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127; |
| ((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127; |
| hr = IDirect3DTexture9_UnlockRect(texture1, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| { |
| /* Some data without any meaning, just to have an 8x8 array to see which element is picked */ |
| #define tex 0x00ff0000 |
| #define tex1 0x0000ff00 |
| #define origin 0x000000ff |
| static const DWORD pixel_data[] = { |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, tex1 , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin, 0x000000ff, tex , 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| }; |
| #undef tex1 |
| #undef tex2 |
| #undef origin |
| |
| hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| for(i = 0; i < 8; i++) { |
| memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD)); |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture2, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); |
| ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4); |
| ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); |
| |
| bumpenvmat[0] =-1.0; bumpenvmat[2] = 2.0; |
| bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.0; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| |
| bumpenvmat[0] = 1.5; bumpenvmat[2] = 0.0; |
| bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.5; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11); |
| ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| /* The Window 8 testbot (WARP) seems to use the transposed |
| * D3DTSS_BUMPENVMAT matrix. */ |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x0000ffff, 1)), |
| "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DPixelShader9_Release(pixel_shader); |
| IDirect3DTexture9_Release(texture); |
| IDirect3DTexture9_Release(texture1); |
| IDirect3DTexture9_Release(texture2); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void z_range_test(void) |
| { |
| IDirect3DVertexShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, 0.0f, 1.1f}, 0xffff0000}, |
| {{-1.0f, 1.0f, 1.1f}, 0xffff0000}, |
| {{ 1.0f, 0.0f, -1.1f}, 0xffff0000}, |
| {{ 1.0f, 1.0f, -1.1f}, 0xffff0000}, |
| }, |
| quad2[] = |
| { |
| {{-1.0f, 0.0f, 1.1f}, 0xff0000ff}, |
| {{-1.0f, 1.0f, 1.1f}, 0xff0000ff}, |
| {{ 1.0f, 0.0f, -1.1f}, 0xff0000ff}, |
| {{ 1.0f, 1.0f, -1.1f}, 0xff0000ff}, |
| }; |
| static const struct |
| { |
| struct vec4 position; |
| DWORD diffuse; |
| } |
| quad3[] = |
| { |
| {{640.0f, 240.0f, -1.1f, 1.0f}, 0xffffff00}, |
| {{640.0f, 480.0f, -1.1f, 1.0f}, 0xffffff00}, |
| {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xffffff00}, |
| {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xffffff00}, |
| }, |
| quad4[] = |
| { |
| {{640.0f, 240.0f, -1.1f, 1.0f}, 0xff00ff00}, |
| {{640.0f, 480.0f, -1.1f, 1.0f}, 0xff00ff00}, |
| {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xff00ff00}, |
| {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xff00ff00}, |
| }; |
| static const DWORD shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f}; |
| static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| /* 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 = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| /* Test the untransformed vertex path */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* Test the transformed vertex path */ |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* Do not test the exact corner pixels, but go pretty close to them */ |
| |
| /* Clipped because z > 1.0 */ |
| color = getPixelColor(device, 28, 238); |
| ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 28, 241); |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) |
| ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| else |
| ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); |
| |
| /* Not clipped, > z buffer clear value(0.75). |
| * |
| * On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth |
| * values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is |
| * equal to a stored depth buffer value of 0.5. */ |
| color = getPixelColor(device, 31, 238); |
| ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 31, 241); |
| ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); |
| color = getPixelColor(device, 100, 238); |
| ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), |
| "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 100, 241); |
| ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)), |
| "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); |
| |
| /* Not clipped, < z buffer clear value */ |
| color = getPixelColor(device, 104, 238); |
| ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 104, 241); |
| ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); |
| color = getPixelColor(device, 318, 238); |
| ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 318, 241); |
| ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); |
| |
| /* Clipped because z < 0.0 */ |
| color = getPixelColor(device, 321, 238); |
| ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 321, 241); |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) |
| ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| else |
| ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Test the shader path */ |
| if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) |
| { |
| skip("Vertex shaders not supported, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_1, 1); |
| ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_2, 1); |
| ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| IDirect3DVertexShader9_Release(shader); |
| |
| /* Z < 1.0 */ |
| color = getPixelColor(device, 28, 238); |
| ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| |
| /* 1.0 < z < 0.75 */ |
| color = getPixelColor(device, 31, 238); |
| ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 100, 238); |
| ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), |
| "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| |
| /* 0.75 < z < 0.0 */ |
| color = getPixelColor(device, 104, 238); |
| ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 318, 238); |
| ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| |
| /* 0.0 < z */ |
| color = getPixelColor(device, 321, 238); |
| ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fill_surface(IDirect3DSurface9 *surface, DWORD color, DWORD flags) |
| { |
| D3DSURFACE_DESC desc; |
| D3DLOCKED_RECT l; |
| HRESULT hr; |
| unsigned int x, y; |
| DWORD *mem; |
| |
| memset(&desc, 0, sizeof(desc)); |
| memset(&l, 0, sizeof(l)); |
| hr = IDirect3DSurface9_GetDesc(surface, &desc); |
| ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr); |
| hr = IDirect3DSurface9_LockRect(surface, &l, NULL, flags); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %08x\n", hr); |
| if(FAILED(hr)) return; |
| |
| for(y = 0; y < desc.Height; y++) |
| { |
| mem = (DWORD *) ((BYTE *) l.pBits + y * l.Pitch); |
| for(x = 0; x < l.Pitch / sizeof(DWORD); x++) |
| { |
| mem[x] = color; |
| } |
| } |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed with %08x\n", hr); |
| } |
| |
| static void stretchrect_test(void) |
| { |
| IDirect3DSurface9 *surf_tex_rt32, *surf_tex_rt64, *surf_tex_rt_dest64, *surf_tex_rt_dest640_480; |
| IDirect3DSurface9 *surf_offscreen32, *surf_offscreen64, *surf_offscreen_dest64; |
| IDirect3DTexture9 *tex_rt32, *tex_rt64, *tex_rt_dest64, *tex_rt_dest640_480; |
| IDirect3DSurface9 *surf_tex32, *surf_tex64, *surf_tex_dest64; |
| IDirect3DSurface9 *surf_rt32, *surf_rt64, *surf_rt_dest64; |
| IDirect3DTexture9 *tex32, *tex64, *tex_dest64; |
| IDirect3DSurface9 *surf_temp32, *surf_temp64; |
| IDirect3DSurface9 *backbuffer; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const RECT src_rect = {0, 0, 640, 480}; |
| static const RECT src_rect_flipy = {0, 480, 640, 0}; |
| static const RECT dst_rect = {0, 0, 640, 480}; |
| static const RECT dst_rect_flipy = {0, 480, 640, 0}; |
| static const RECT src_rect64 = {0, 0, 64, 64}; |
| static const RECT src_rect64_flipy = {0, 64, 64, 0}; |
| static const RECT dst_rect64 = {0, 0, 64, 64}; |
| static const RECT dst_rect64_flipy = {0, 64, 64, 0}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| /* Create our temporary surfaces in system memory. */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); |
| |
| /* Create offscreen plain surfaces in D3DPOOL_DEFAULT. */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); |
| |
| /* Create render target surfaces. */ |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, |
| D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL ); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, |
| D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL ); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, |
| D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL ); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); |
| |
| /* Create render target textures. */ |
| hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest640_480, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest640_480, 0, &surf_tex_rt_dest640_480); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| |
| /* Create regular textures in D3DPOOL_DEFAULT. */ |
| hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| |
| /********************************************************************** |
| * Tests for when the source parameter is an offscreen plain surface. * |
| **********************************************************************/ |
| |
| /* Fill the offscreen 64x64 surface with green. */ |
| fill_surface(surf_offscreen64, 0xff00ff00, 0); |
| |
| /* offscreenplain ==> offscreenplain, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32); |
| ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, |
| surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, |
| surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, |
| surf_offscreen_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* offscreenplain ==> rendertarget texture, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* offscreenplain ==> rendertarget surface, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, |
| surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, |
| surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, |
| surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* offscreenplain ==> texture, same size (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* Fill the smaller offscreen surface with red. */ |
| fill_surface(surf_offscreen32, 0xffff0000, 0); |
| |
| /* offscreenplain ==> offscreenplain, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* offscreenplain ==> rendertarget texture, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* offscreenplain ==> rendertarget surface, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* offscreenplain ==> texture, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /************************************************************* |
| * Tests for when the source parameter is a regular texture. * |
| *************************************************************/ |
| |
| /* Fill the surface of the regular texture with blue. */ |
| /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */ |
| fill_surface(surf_temp64, 0xff0000ff, 0); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); |
| |
| /* texture ==> offscreenplain, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* texture ==> rendertarget texture, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* texture ==> rendertarget surface, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, |
| surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, |
| surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, |
| surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* texture ==> texture, same size (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* Fill the surface of the smaller regular texture with red. */ |
| /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */ |
| fill_surface(surf_temp32, 0xffff0000, 0); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); |
| |
| /* texture ==> offscreenplain, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* texture ==> rendertarget texture, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* texture ==> rendertarget surface, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* texture ==> texture, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /****************************************************************** |
| * Tests for when the source parameter is a rendertarget texture. * |
| ******************************************************************/ |
| |
| /* Fill the surface of the rendertarget texture with white. */ |
| /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */ |
| fill_surface(surf_temp64, 0xffffffff, 0); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); |
| |
| /* rendertarget texture ==> offscreenplain, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget texture ==> rendertarget texture, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget texture ==> rendertarget surface, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, |
| surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, |
| surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, |
| surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget texture ==> texture, same size (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* Fill the surface of the smaller rendertarget texture with red. */ |
| /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */ |
| fill_surface(surf_temp32, 0xffff0000, 0); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); |
| |
| /* rendertarget texture ==> offscreenplain, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget texture ==> rendertarget texture, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* rendertarget texture ==> rendertarget surface, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* rendertarget texture ==> texture, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /****************************************************************** |
| * Tests for when the source parameter is a rendertarget surface. * |
| ******************************************************************/ |
| |
| /* Fill the surface of the rendertarget surface with black. */ |
| fill_surface(surf_rt64, 0xff000000, 0); |
| |
| /* rendertarget texture ==> offscreenplain, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget surface ==> rendertarget texture, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, |
| surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, |
| surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget surface ==> rendertarget surface, same size. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, |
| surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, |
| surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, |
| surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget surface ==> texture, same size (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* Fill the surface of the smaller rendertarget texture with red. */ |
| fill_surface(surf_rt32, 0xffff0000, 0); |
| |
| /* rendertarget surface ==> offscreenplain, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* rendertarget surface ==> rendertarget texture, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* We can't lock rendertarget textures, so copy to our temp surface first. */ |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* rendertarget surface ==> rendertarget surface, scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| /* rendertarget surface ==> texture, scaling (should fail). */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* backbuffer ==> surface tests (no scaling). */ |
| /* Blit with NULL rectangles. */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, NULL, surf_tex_rt_dest640_480, NULL, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Blit without scaling. */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, |
| surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through src_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect_flipy, |
| surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, |
| surf_tex_rt_dest640_480, &dst_rect_flipy, D3DTEXF_NONE); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| /* TODO: Test format conversions. */ |
| |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DSurface9_Release(surf_rt32); |
| IDirect3DSurface9_Release(surf_rt64); |
| IDirect3DSurface9_Release(surf_rt_dest64); |
| IDirect3DSurface9_Release(surf_temp32); |
| IDirect3DSurface9_Release(surf_temp64); |
| IDirect3DSurface9_Release(surf_offscreen32); |
| IDirect3DSurface9_Release(surf_offscreen64); |
| IDirect3DSurface9_Release(surf_offscreen_dest64); |
| IDirect3DSurface9_Release(surf_tex_rt32); |
| IDirect3DTexture9_Release(tex_rt32); |
| IDirect3DSurface9_Release(surf_tex_rt64); |
| IDirect3DTexture9_Release(tex_rt64); |
| IDirect3DSurface9_Release(surf_tex_rt_dest64); |
| IDirect3DTexture9_Release(tex_rt_dest64); |
| IDirect3DSurface9_Release(surf_tex_rt_dest640_480); |
| IDirect3DTexture9_Release(tex_rt_dest640_480); |
| IDirect3DSurface9_Release(surf_tex32); |
| IDirect3DTexture9_Release(tex32); |
| IDirect3DSurface9_Release(surf_tex64); |
| IDirect3DTexture9_Release(tex64); |
| IDirect3DSurface9_Release(surf_tex_dest64); |
| IDirect3DTexture9_Release(tex_dest64); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void maxmip_test(void) |
| { |
| IDirect3DTexture9 *texture; |
| IDirect3DSurface9 *surface; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| DWORD ret; |
| |
| static const struct |
| { |
| struct |
| { |
| float x, y, z; |
| float s, t; |
| } |
| v[4]; |
| } |
| quads[] = |
| { |
| {{ |
| {-1.0, -1.0, 0.0, 0.0, 0.0}, |
| {-1.0, 0.0, 0.0, 0.0, 1.0}, |
| { 0.0, -1.0, 0.0, 1.0, 0.0}, |
| { 0.0, 0.0, 0.0, 1.0, 1.0}, |
| }}, |
| {{ |
| { 0.0, -1.0, 0.0, 0.0, 0.0}, |
| { 0.0, 0.0, 0.0, 0.0, 1.0}, |
| { 1.0, -1.0, 0.0, 1.0, 0.0}, |
| { 1.0, 0.0, 0.0, 1.0, 1.0}, |
| }}, |
| {{ |
| { 0.0, 0.0, 0.0, 0.0, 0.0}, |
| { 0.0, 1.0, 0.0, 0.0, 1.0}, |
| { 1.0, 0.0, 0.0, 1.0, 0.0}, |
| { 1.0, 1.0, 0.0, 1.0, 1.0}, |
| }}, |
| {{ |
| {-1.0, 0.0, 0.0, 0.0, 0.0}, |
| {-1.0, 1.0, 0.0, 0.0, 1.0}, |
| { 0.0, 0.0, 0.0, 1.0, 0.0}, |
| { 0.0, 1.0, 0.0, 1.0, 1.0}, |
| }}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)) |
| { |
| skip("No mipmap support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, |
| D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); |
| fill_surface(surface, 0xffff0000, 0); |
| IDirect3DSurface9_Release(surface); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface); |
| ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); |
| fill_surface(surface, 0xff00ff00, 0); |
| IDirect3DSurface9_Release(surface); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface); |
| ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); |
| fill_surface(surface, 0xff0000ff, 0); |
| IDirect3DSurface9_Release(surface); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* With mipmapping disabled, the max mip level is ignored, only level 0 is used */ |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "MaxMip 0, no mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, "MaxMip 1, no mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000, "MaxMip 2, no mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ff0000, "MaxMip 3, no mipfilter has color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* Max Mip level 0-2 sample from the specified texture level, Max Mip |
| * level 3 (> levels in texture) samples from the highest level in the |
| * texture (level 2). */ |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "MaxMip 0, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000ff00, "MaxMip 1, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "MaxMip 2, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x000000ff, "MaxMip 3, point mipfilter has color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| /* Mipmapping OFF, LOD level smaller than MAXMIPLEVEL. LOD level limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 1); |
| ok(ret == 0, "Got unexpected LOD %u.\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* Mipmapping ON, LOD level smaller than max mip level. LOD level limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 2); |
| ok(ret == 1, "Got unexpected LOD %u.\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* Mipmapping ON, LOD level bigger than max mip level. MAXMIPLEVEL limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 1); |
| ok(ret == 2, "Got unexpected LOD %u.\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* Mipmapping OFF, LOD level bigger than max mip level. LOD level limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 1); |
| ok(ret == 1, "Got unexpected LOD %u.\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* Max Mip level 0-2 sample from the specified texture level, Max Mip |
| * level 3 (> levels in texture) samples from the highest level in the |
| * texture (level 2). */ |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, "MaxMip 0, LOD 1, none mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff, "MaxMip 1, LOD 2, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "MaxMip 2, LOD 1, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ff00, "MaxMip 2, LOD 1, none mipfilter has color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void release_buffer_test(void) |
| { |
| IDirect3DVertexBuffer9 *vb; |
| IDirect3DIndexBuffer9 *ib; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| BYTE *data; |
| LONG ref; |
| |
| static const short indices[] = {3, 4, 5}; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0xffff0000}, |
| {{-1.0f, 1.0f, 0.1f}, 0xffff0000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0xffff0000}, |
| |
| {{-1.0f, -1.0f, 0.1f}, 0xff00ff00}, |
| {{-1.0f, 1.0f, 0.1f}, 0xff00ff00}, |
| {{ 1.0f, 1.0f, 0.1f}, 0xff00ff00}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| /* Index and vertex buffers should always be creatable */ |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, |
| D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL); |
| ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad, sizeof(quad)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, |
| D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); |
| ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); |
| hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, indices, sizeof(indices)); |
| hr = IDirect3DIndexBuffer9_Unlock(ib); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetIndices(device, ib); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| /* Now destroy the bound index buffer and draw again */ |
| ref = IDirect3DIndexBuffer9_Release(ib); |
| ok(ref == 0, "Index Buffer reference count is %08d\n", ref); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| /* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent |
| * D3D from making assumptions about the indices or vertices. */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| /* Index buffer was already destroyed as part of the test */ |
| IDirect3DVertexBuffer9_Release(vb); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void float_texture_test(void) |
| { |
| IDirect3DTexture9 *texture; |
| IDirect3DDevice9 *device; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| float *data; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) |
| { |
| skip("D3DFMT_R32F textures not supported\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); |
| data = lr.pBits; |
| *data = 0.0; |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 240, 320); |
| ok(color == 0x0000ffff, "R32F with value 0.0 has color %08x, expected 0x0000ffff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void g16r16_texture_test(void) |
| { |
| IDirect3DTexture9 *texture; |
| IDirect3DDevice9 *device; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| DWORD *data; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK) |
| { |
| skip("D3DFMT_G16R16 textures not supported\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); |
| data = lr.pBits; |
| *data = 0x0f00f000; |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 240, 320); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xf0, 0x0f, 0xff), 1), |
| "D3DFMT_G16R16 with value 0x00ffff00 has color %08x, expected 0x00f00fff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void check_rect(IDirect3DDevice9 *device, RECT r, const char *message) |
| { |
| LONG x_coords[2][2] = |
| { |
| {r.left - 1, r.left + 1}, |
| {r.right + 1, r.right - 1}, |
| }; |
| LONG y_coords[2][2] = |
| { |
| {r.top - 1, r.top + 1}, |
| {r.bottom + 1, r.bottom - 1} |
| }; |
| unsigned int i, j, x_side, y_side; |
| |
| for (i = 0; i < 2; ++i) |
| { |
| for (j = 0; j < 2; ++j) |
| { |
| for (x_side = 0; x_side < 2; ++x_side) |
| { |
| for (y_side = 0; y_side < 2; ++y_side) |
| { |
| unsigned int x = x_coords[i][x_side], y = y_coords[j][y_side]; |
| DWORD color; |
| DWORD expected = (x_side == 1 && y_side == 1) ? 0x00ffffff : 0; |
| |
| color = getPixelColor(device, x, y); |
| ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x\n", |
| message, x, y, color, expected); |
| } |
| } |
| } |
| } |
| } |
| |
| struct projected_textures_test_run |
| { |
| const char *message; |
| DWORD flags; |
| IDirect3DVertexDeclaration9 *decl; |
| BOOL vs, ps; |
| RECT rect; |
| }; |
| |
| static void projected_textures_test(IDirect3DDevice9 *device, |
| struct projected_textures_test_run tests[4]) |
| { |
| unsigned int i; |
| |
| static const DWORD vertex_shader[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xe00f0000, 0x90e40001, /* mov oT0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD pixel_shader[] = |
| { |
| 0xffff0103, /* ps_1_3 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *vs = NULL; |
| IDirect3DPixelShader9 *ps = NULL; |
| IDirect3D9 *d3d; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed (%08x)\n", hr); |
| IDirect3D9_Release(d3d); |
| |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader, &vs); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| } |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 3)) |
| { |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| DWORD value = 0xdeadbeef; |
| static const float proj_quads[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, |
| -1.0f, 0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, |
| 0.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, |
| 0.0f, 0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, |
| |
| 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, |
| 0.0f, 0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, |
| 1.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, |
| 1.0f, 0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, |
| |
| -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, |
| 0.0f, 0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, |
| 0.0f, 1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, |
| |
| 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, |
| 0.0f, 1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, |
| 1.0f, 0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, |
| 1.0f, 1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, |
| }; |
| |
| if (tests[i].vs) |
| { |
| if (!vs) |
| { |
| skip("Vertex shaders not supported, skipping\n"); |
| continue; |
| } |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| } |
| else |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| if (tests[i].ps) |
| { |
| if (!ps) |
| { |
| skip("Pixel shaders not supported, skipping\n"); |
| continue; |
| } |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| } |
| else |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, tests[i].decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &value); |
| ok(SUCCEEDED(hr) && value == tests[i].flags, |
| "GetTextureStageState returned: hr %08x, value %08x.\n", hr, value); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, |
| &proj_quads[i * 4 * 7], 7 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| if (vs) IDirect3DVertexShader9_Release(vs); |
| if (ps) IDirect3DPixelShader9_Release(ps); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| if ((!tests[i].vs || vs) && (!tests[i].ps || ps)) |
| check_rect(device, tests[i].rect, tests[i].message); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| } |
| |
| static void texture_transform_flags_test(void) |
| { |
| HRESULT hr; |
| IDirect3D9 *d3d; |
| D3DFORMAT fmt = D3DFMT_X8R8G8B8; |
| D3DCAPS9 caps; |
| IDirect3DTexture9 *texture = NULL; |
| IDirect3DVolumeTexture9 *volume = NULL; |
| IDirect3DDevice9 *device; |
| unsigned int x, y, z; |
| D3DLOCKED_RECT lr; |
| D3DLOCKED_BOX lb; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| UINT w, h; |
| IDirect3DVertexDeclaration9 *decl, *decl2, *decl3, *decl4; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements2[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements3[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements4[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const unsigned char proj_texdata[] = {0x00, 0x00, 0x00, 0x00, |
| 0x00, 0xff, 0x00, 0x00, |
| 0x00, 0x00, 0x00, 0x00, |
| 0x00, 0x00, 0x00, 0x00}; |
| static const D3DMATRIX identity = |
| {{{ |
| 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, |
| }}}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&lr, 0, sizeof(lr)); |
| memset(&lb, 0, sizeof(lb)); |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK) |
| fmt = D3DFMT_A16B16G16R16; |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements3, &decl3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements4, &decl4); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLOROP) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLORARG1) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); |
| w = min(1024, caps.MaxTextureWidth); |
| h = min(1024, caps.MaxTextureHeight); |
| hr = IDirect3DDevice9_CreateTexture(device, w, h, 1, |
| 0, fmt, D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); |
| if (!texture) |
| { |
| skip("Failed to create the test texture.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| /* Unfortunately there is no easy way to set up a texture coordinate passthrough |
| * in d3d fixed function pipeline, so create a texture that has a gradient from 0.0 to |
| * 1.0 in red and green for the x and y coords |
| */ |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr); |
| for(y = 0; y < h; y++) { |
| for(x = 0; x < w; x++) { |
| double r_f = (double) y / (double) h; |
| double g_f = (double) x / (double) w; |
| if(fmt == D3DFMT_A16B16G16R16) { |
| unsigned short r, g; |
| unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8); |
| r = (unsigned short) (r_f * 65536.0); |
| g = (unsigned short) (g_f * 65536.0); |
| dst[0] = r; |
| dst[1] = g; |
| dst[2] = 0; |
| dst[3] = 65535; |
| } else { |
| unsigned char *dst = ((unsigned char *) lr.pBits) + y * lr.Pitch + x * 4; |
| unsigned char r = (unsigned char) (r_f * 255.0); |
| unsigned char g = (unsigned char) (g_f * 255.0); |
| dst[0] = 0; |
| dst[1] = g; |
| dst[2] = r; |
| dst[3] = 255; |
| } |
| } |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, |
| -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, |
| 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| static const float quad2[] = |
| { |
| -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, |
| -1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, |
| 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| static const float quad3[] = |
| { |
| 0.0f, 0.0f, 0.1f, 0.5f, 0.5f, |
| 0.0f, 1.0f, 0.1f, 0.5f, 0.5f, |
| 1.0f, 0.0f, 0.1f, 0.5f, 0.5f, |
| 1.0f, 1.0f, 0.1f, 0.5f, 0.5f, |
| }; |
| static const float quad4[] = |
| { |
| 320.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| 320.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| 640.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| 640.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| }; |
| D3DMATRIX mat = |
| {{{ |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| }}}; |
| |
| /* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* What happens with transforms enabled? */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* What happens if 4 coords are used, but only 2 given ?*/ |
| U(mat).m[2][0] = 1.0f; |
| U(mat).m[3][1] = 1.0f; |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* What happens with transformed geometry? This setup lead to 0/0 coords with untransformed |
| * geometry. If the same applies to transformed vertices, the quad will be black, otherwise red, |
| * due to the coords in the vertices. (turns out red, indeed) |
| */ |
| memset(&mat, 0, sizeof(mat)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00ffff00, 1), "quad 1 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x0000ff00, 1), "quad 3 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x00ff0000, 1), "quad 4 has color %08x, expected 0x00ff0000\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.8f, 0.2f, |
| -1.0f, 0.0f, 0.1f, 0.8f, 0.2f, |
| 0.0f, -1.0f, 0.1f, 0.8f, 0.2f, |
| 0.0f, 0.0f, 0.1f, 0.8f, 0.2f, |
| }; |
| static const float quad2[] = |
| { |
| -1.0f, 0.0f, 0.1f, 0.5f, 1.0f, |
| -1.0f, 1.0f, 0.1f, 0.5f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 0.5f, 1.0f, |
| 0.0f, 1.0f, 0.1f, 0.5f, 1.0f, |
| }; |
| static const float quad3[] = |
| { |
| 0.0f, 0.0f, 0.1f, 0.5f, 1.0f, |
| 0.0f, 1.0f, 0.1f, 0.5f, 1.0f, |
| 1.0f, 0.0f, 0.1f, 0.5f, 1.0f, |
| 1.0f, 1.0f, 0.1f, 0.5f, 1.0f, |
| }; |
| static const float quad4[] = |
| { |
| 0.0f, -1.0f, 0.1f, 0.8f, 0.2f, |
| 0.0f, 0.0f, 0.1f, 0.8f, 0.2f, |
| 1.0f, -1.0f, 0.1f, 0.8f, 0.2f, |
| 1.0f, 0.0f, 0.1f, 0.8f, 0.2f, |
| }; |
| D3DMATRIX mat = |
| {{{ |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| }}}; |
| |
| /* What happens to the default 1 in the 3rd coordinate if it is disabled? */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers |
| * it behaves like COUNT2 because normal textures require 2 coords. */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Just to be sure, the same as quad2 above */ |
| memset(&mat, 0, sizeof(mat)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not |
| * used? And what happens to the first? */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00ff0000, 1), "quad 1 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x00ff8000, 1) || color == 0x00000000, |
| "quad 3 has color %08x, expected 0x00ff8000\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00ff0000, 1), |
| "quad 4 has color %08x, expected 0x0033cc00\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| |
| /* Test projected textures, without any fancy matrices */ |
| hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); |
| if (SUCCEEDED(hr)) |
| { |
| struct projected_textures_test_run projected_tests_1[4] = |
| { |
| { |
| "D3DTTFF_COUNT4 | D3DTTFF_PROJECTED - bottom left", |
| D3DTTFF_COUNT4 | D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, TRUE, |
| {120, 300, 240, 390}, |
| }, |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED - bottom right", |
| D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, TRUE, |
| {400, 360, 480, 420}, |
| }, |
| /* Try with some invalid values */ |
| { |
| "0xffffffff (draws like COUNT4 | PROJECTED) - top left", |
| 0xffffffff, |
| decl3, |
| FALSE, TRUE, |
| {120, 60, 240, 150} |
| }, |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (draws non-projected) - top right", |
| D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, |
| decl4, |
| FALSE, TRUE, |
| {340, 210, 360, 225}, |
| } |
| }; |
| struct projected_textures_test_run projected_tests_2[4] = |
| { |
| { |
| "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED, texcoord has 4 components) - bottom left", |
| D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, TRUE, |
| {120, 300, 240, 390}, |
| }, |
| { |
| "D3DTTFF_PROJECTED (like COUNT3 | PROJECTED, texcoord has only 3 components) - bottom right", |
| D3DTTFF_PROJECTED, |
| decl, |
| FALSE, TRUE, |
| {400, 360, 480, 420}, |
| }, |
| { |
| "0xffffffff (like COUNT3 | PROJECTED, texcoord has only 3 components) - top left", |
| 0xffffffff, |
| decl, |
| FALSE, TRUE, |
| {80, 120, 160, 180}, |
| }, |
| { |
| "D3DTTFF_COUNT1 (draws non-projected) - top right", |
| D3DTTFF_COUNT1, |
| decl4, |
| FALSE, TRUE, |
| {340, 210, 360, 225}, |
| } |
| }; |
| struct projected_textures_test_run projected_tests_3[4] = |
| { |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom left", |
| D3DTTFF_PROJECTED, |
| decl3, |
| TRUE, FALSE, |
| {120, 300, 240, 390}, |
| }, |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom right", |
| D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, |
| decl3, |
| TRUE, TRUE, |
| {440, 300, 560, 390}, |
| }, |
| { |
| "0xffffffff (like COUNT4 | PROJECTED) - top left", |
| 0xffffffff, |
| decl3, |
| TRUE, TRUE, |
| {120, 60, 240, 150}, |
| }, |
| { |
| "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - top right", |
| D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, FALSE, |
| {440, 60, 560, 150}, |
| }, |
| }; |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); |
| for(x = 0; x < 4; x++) { |
| memcpy(((BYTE *) lr.pBits) + lr.Pitch * x, proj_texdata + 4 * x, 4 * sizeof(proj_texdata[0])); |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| projected_textures_test(device, projected_tests_1); |
| projected_textures_test(device, projected_tests_2); |
| projected_textures_test(device, projected_tests_3); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| /* Use a smaller volume texture than the biggest possible size for memory and performance reasons |
| * Thus watch out if sampling from texels between 0 and 1. |
| */ |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, 32, 32, 32, 1, 0, fmt, D3DPOOL_MANAGED, &volume, 0); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, |
| "IDirect3DDevice9_CreateVolumeTexture failed with %08x\n", hr); |
| if(!volume) { |
| skip("Failed to create a volume texture\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DVolumeTexture9_LockBox(volume, 0, &lb, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DVolumeTexture9_LockBox failed with %08x\n", hr); |
| for(z = 0; z < 32; z++) { |
| for(y = 0; y < 32; y++) { |
| for(x = 0; x < 32; x++) { |
| char size = (fmt == D3DFMT_A16B16G16R16 ? 8 : 4); |
| void *mem = ((char *) lb.pBits) + y * lb.RowPitch + z * lb.SlicePitch + x * size; |
| float r_f = (float) x / 31.0; |
| float g_f = (float) y / 31.0; |
| float b_f = (float) z / 31.0; |
| |
| if(fmt == D3DFMT_A16B16G16R16) { |
| unsigned short *mem_s = mem; |
| mem_s[0] = r_f * 65535.0; |
| mem_s[1] = g_f * 65535.0; |
| mem_s[2] = b_f * 65535.0; |
| mem_s[3] = 65535; |
| } else { |
| unsigned char *mem_c = mem; |
| mem_c[0] = b_f * 255.0; |
| mem_c[1] = g_f * 255.0; |
| mem_c[2] = r_f * 255.0; |
| mem_c[3] = 255; |
| } |
| } |
| } |
| } |
| hr = IDirect3DVolumeTexture9_UnlockBox(volume, 0); |
| ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume); |
| ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| }; |
| static const float quad2[] = |
| { |
| -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| -1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| }; |
| static const float quad3[] = |
| { |
| 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.1f, 0.0f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 0.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 0.0f, 0.0f, |
| }; |
| static const float quad4[] = |
| { |
| 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| }; |
| D3DMATRIX mat = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f, |
| }}}; |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| /* Draw a quad with all 3 coords enabled. Nothing fancy. v and w are swapped, but have the same |
| * values |
| */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Now disable the w coordinate. Does that change the input, or the output. The coordinates |
| * are swapped by the matrix. If it changes the input, the v coord will be missing(green), |
| * otherwise the w will be missing(blue). |
| * turns out that on nvidia cards the blue color is missing, so it is an output modification. |
| * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 3 */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* D3DTTFF_COUNT1. Set a NULL matrix, and count1, pass in all values as 1.0. Nvidia has count1 == |
| * disable. ATI extends it up to the amount of values needed for the volume texture |
| */ |
| memset(&mat, 0, sizeof(mat)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffffff, "quad 1 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ffff00 /* NV*/ || color == 0x00ffffff /* ATI */, |
| "quad 2 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "quad 3 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ffffff || color == 0x0000ff00, "quad 4 has color %08x, expected 0x00ffffff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, |
| }; |
| static const float quad2[] = |
| { |
| -1.0f, 0.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| }; |
| static const float quad3[] = |
| { |
| 0.0f, 0.0f, 0.1f, 1.0f, |
| 0.0f, 1.0f, 0.1f, 1.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, |
| }; |
| static const D3DMATRIX mat = |
| {{{ |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| }}}; |
| static const D3DMATRIX mat2 = |
| {{{ |
| 0.0f, 0.0f, 0.0f, 1.0f, |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| }}}; |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| /* Default values? 4 coords used, 3 passed. What happens to the 4th? |
| * Use COUNT3 because newer Nvidia drivers return black when there are more (output) coords |
| * than being used by the texture(volume tex -> 3). Again, as shown in earlier test the COUNTx |
| * affects the post-transformation output, so COUNT3 plus the matrix above is OK for testing the |
| * 4th *input* coordinate. |
| */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* None passed */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* 4 used, 1 passed */ |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 4 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, "quad 1 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "quad 2 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000, "quad 3 has color %08x, expected 0x00ff0000\n", color); |
| /* Quad4: unused */ |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVolumeTexture9_Release(volume); |
| |
| out: |
| IDirect3DVertexDeclaration9_Release(decl); |
| IDirect3DVertexDeclaration9_Release(decl2); |
| IDirect3DVertexDeclaration9_Release(decl3); |
| IDirect3DVertexDeclaration9_Release(decl4); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void texdepth_test(void) |
| { |
| IDirect3DPixelShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const float texdepth_test_data1[] = { 0.25f, 2.0f, 0.0f, 0.0f}; |
| static const float texdepth_test_data2[] = { 0.25f, 0.5f, 0.0f, 0.0f}; |
| static const float texdepth_test_data3[] = {-1.00f, 0.1f, 0.0f, 0.0f}; |
| static const float texdepth_test_data4[] = {-0.25f, -0.5f, 0.0f, 0.0f}; |
| static const float texdepth_test_data5[] = { 1.00f, -0.1f, 0.0f, 0.0f}; |
| static const float texdepth_test_data6[] = { 1.00f, 0.5f, 0.0f, 0.0f}; |
| static const float texdepth_test_data7[] = { 0.50f, 0.0f, 0.0f, 0.0f}; |
| static const DWORD shader_code[] = |
| { |
| 0xffff0104, /* ps_1_4 */ |
| 0x00000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c1, 0, 0, 1, 1 */ |
| 0x00000001, 0x800f0005, 0xa0e40000, /* mov r5, c0 */ |
| 0x0000fffd, /* phase */ |
| 0x00000057, 0x800f0005, /* texdepth r5 */ |
| 0x00000001, 0x800f0000, 0xa0e40001, /* mov r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float vertex[] = |
| { |
| -1.0f, -1.0f, 0.0f, |
| -1.0f, 1.0f, 0.0f, |
| 1.0f, -1.0f, 1.0f, |
| 1.0f, 1.0f, 1.0f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) |
| { |
| skip("No ps_1_4 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF returned %#x.\n", hr); |
| |
| /* Fill the depth buffer with a gradient */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* Now perform the actual tests. Same geometry, but with the shader */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 158, 240); |
| ok(color == 0x000000ff, "Pixel 158(25%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 162, 240); |
| ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 318, 240); |
| ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 322, 240); |
| ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 1, 240); |
| ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 318, 240); |
| ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 322, 240); |
| ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 1, 240); |
| ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 638, 240); |
| ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 638, 240); |
| ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void texkill_test(void) |
| { |
| IDirect3DPixelShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const float vertex[] = |
| { |
| /* bottom top right left */ |
| -1.0f, -1.0f, 1.0f, -0.1f, 0.9f, 0.9f, -0.1f, |
| -1.0f, 1.0f, 1.0f, -0.1f, 0.9f, -0.1f, 0.9f, |
| 1.0f, -1.0f, 0.0f, 0.9f, -0.1f, 0.9f, -0.1f, |
| 1.0f, 1.0f, 0.0f, 0.9f, -0.1f, -0.1f, 0.9f, |
| }; |
| static const DWORD shader_code_11[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ |
| 0x00000041, 0xb00f0000, /* texkill t0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_20[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 0.0, 0.0, 1.0, 1.0 */ |
| 0x01000041, 0xb00f0000, /* texkill t0 */ |
| 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("No ps_1_1 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 63, 46); |
| ok(color == 0x0000ff00, "Pixel 63/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 66, 46); |
| ok(color == 0x0000ff00, "Pixel 66/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 63, 49); |
| ok(color == 0x0000ff00, "Pixel 63/49 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 66, 49); |
| ok(color == 0x00ff0000, "Pixel 66/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 578, 46); |
| ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 575, 46); |
| ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 578, 49); |
| ok(color == 0x0000ff00, "Pixel 578/49 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 575, 49); |
| ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 63, 430); |
| ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 63, 433); |
| ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 66, 433); |
| ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 66, 430); |
| ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 578, 430); |
| ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 578, 433); |
| ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 575, 433); |
| ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 575, 430); |
| ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| if (FAILED(IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader))) |
| { |
| skip("Failed to create 2.0 test shader, most likely not supported.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 63, 46); |
| ok(color == 0x00ffff00, "Pixel 63/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 46); |
| ok(color == 0x00ffff00, "Pixel 66/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 63, 49); |
| ok(color == 0x00ffff00, "Pixel 63/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 49); |
| ok(color == 0x000000ff, "Pixel 66/49 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 578, 46); |
| ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 46); |
| ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 578, 49); |
| ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 49); |
| ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 63, 430); |
| ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 63, 433); |
| ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 433); |
| ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 430); |
| ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 578, 430); |
| ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 578, 433); |
| ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 433); |
| ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 430); |
| ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void autogen_mipmap_test(void) |
| { |
| IDirect3DTexture9 *texture = NULL; |
| IDirect3DSurface9 *surface; |
| IDirect3DDevice9 *device; |
| unsigned int x, y; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const RECT r1 = {256, 256, 512, 512}; |
| static const RECT r2 = {512, 256, 768, 512}; |
| static const RECT r3 = {256, 512, 512, 768}; |
| static const RECT r4 = {512, 512, 768, 768}; |
| static const float quad[] = |
| { |
| -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, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK) |
| { |
| skip("No autogenmipmap support.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Make the mipmap big, so that a smaller mipmap is used |
| */ |
| hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 0, D3DUSAGE_AUTOGENMIPMAP, |
| D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %08x\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr); |
| for(y = 0; y < 1024; y++) { |
| for(x = 0; x < 1024; x++) { |
| DWORD *dst = (DWORD *) (((BYTE *) lr.pBits) + y * lr.Pitch + x * 4); |
| POINT pt; |
| |
| pt.x = x; |
| pt.y = y; |
| if(PtInRect(&r1, pt)) { |
| *dst = 0xffff0000; |
| } else if(PtInRect(&r2, pt)) { |
| *dst = 0xff00ff00; |
| } else if(PtInRect(&r3, pt)) { |
| *dst = 0xff0000ff; |
| } else if(PtInRect(&r4, pt)) { |
| *dst = 0xff000000; |
| } else { |
| *dst = 0xffffffff; |
| } |
| } |
| } |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned %08x\n", hr); |
| IDirect3DSurface9_Release(surface); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| |
| color = getPixelColor(device, 200, 200); |
| ok(color == 0x00ffffff, "pixel 200/200 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 280, 200); |
| ok(color == 0x000000ff, "pixel 280/200 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 360, 200); |
| ok(color == 0x00000000, "pixel 360/200 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 440, 200); |
| ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 200, 270); |
| ok(color == 0x00ffffff, "pixel 200/270 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 280, 270); |
| ok(color == 0x00ff0000, "pixel 280/270 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 360, 270); |
| ok(color == 0x0000ff00, "pixel 360/270 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 440, 270); |
| ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_constant_clamp_vs(void) |
| { |
| IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2; |
| IDirect3DVertexDeclaration9 *decl; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD shader_code_11[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_11_2[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, /* dcl ... */ |
| 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* dcl ... */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_20[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_20_2[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x05000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, |
| 0x05000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| D3DDECL_END() |
| }; |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 0.0f, 0.1f, |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| }; |
| static const float quad2[] = |
| { |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| }; |
| static const float quad3[] = |
| { |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| static const float quad4[] = |
| { |
| -1.0f, 0.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| }; |
| static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f}; |
| static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 1.0f}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) |
| { |
| skip("No vs_1_1 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20, &shader_20); |
| if(FAILED(hr)) shader_20 = NULL; |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20_2, &shader_20_2); |
| if(FAILED(hr)) shader_20_2 = NULL; |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_11); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| if (shader_20) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_20); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| |
| if (shader_20_2) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 1 has color %08x, expected 0x00bfbf80\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 2 has color %08x, expected 0x00bfbf80\n", color); |
| if(shader_20) { |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 3 has color %08x, expected 0x00bfbf80\n", color); |
| } |
| if(shader_20_2) { |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 4 has color %08x, expected 0x00bfbf80\n", color); |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVertexDeclaration9_Release(decl); |
| if(shader_20_2) IDirect3DVertexShader9_Release(shader_20_2); |
| if(shader_20) IDirect3DVertexShader9_Release(shader_20); |
| IDirect3DVertexShader9_Release(shader_11_2); |
| IDirect3DVertexShader9_Release(shader_11); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void constant_clamp_ps_test(void) |
| { |
| IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD shader_code_11[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_12[] = |
| { |
| 0xffff0102, /* ps_1_2 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| /* Skip 1.3 shaders because we have only 4 quads (ok, could make them |
| * smaller if needed). 1.2 and 1.4 shaders behave the same, so it's |
| * unlikely that 1.3 shaders are different. During development of this |
| * test, 1.3 shaders were verified too. */ |
| static const DWORD shader_code_14[] = |
| { |
| 0xffff0104, /* ps_1_4 */ |
| /* Try to make one constant local. It gets clamped too, although the |
| * binary contains the bigger numbers. */ |
| 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* def c2, -0.5, 1.25, 2, 1 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_20[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 0.0f, 0.1f, |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| }; |
| static const float quad2[] = |
| { |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| }; |
| static const float quad3[] = |
| { |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| static const float quad4[] = |
| { |
| -1.0f, 0.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| }; |
| static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f}; |
| static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 1.0f}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) |
| { |
| skip("No ps_1_4 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader_20); |
| if(FAILED(hr)) shader_20 = NULL; |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_11); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_12); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_14); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| if (shader_20) |
| { |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_20); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), |
| "quad 1 has color %08x, expected 0x00808000\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), |
| "quad 2 has color %08x, expected 0x00808000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), |
| "quad 3 has color %08x, expected 0x00808000\n", color); |
| if(shader_20) { |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 4 has color %08x, expected 0x00bfbf80\n", color); |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| if(shader_20) IDirect3DPixelShader9_Release(shader_20); |
| IDirect3DPixelShader9_Release(shader_14); |
| IDirect3DPixelShader9_Release(shader_12); |
| IDirect3DPixelShader9_Release(shader_11); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void dp2add_ps_test(void) |
| { |
| IDirect3DPixelShader9 *shader_dp2add_sat; |
| IDirect3DPixelShader9 *shader_dp2add; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| /* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2. |
| * One D3D restriction of all shader instructions except SINCOS is that no more than 2 |
| * source tokens can be constants. So, for this exercise, we move contents of c0 to |
| * r0 first. |
| * The result here for the r,g,b components should be roughly 0.5: |
| * (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */ |
| static const DWORD shader_code_dp2add[] = { |
| 0xffff0200, /* ps_2_0 */ |
| 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0 */ |
| |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add r0.rgb, r0, r0, r0.a */ |
| |
| 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| /* Test the _sat modifier, too. Result here should be: |
| * DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5 |
| * _SAT: ==> 1.0 |
| * ADD: (1.0 + -0.5) = 0.5 |
| */ |
| static const DWORD shader_code_dp2add_sat[] = { |
| 0xffff0200, /* ps_2_0 */ |
| 0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0 */ |
| |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add_sat r0.rgb, r0, r0, r0.a */ |
| 0x03000002, 0x80070000, 0x80e40000, 0xa0000000, /* add r0.rgb, r0, c0.r */ |
| |
| 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No ps_2_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 360, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(shader_dp2add); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 360, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(shader_dp2add_sat); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void cnd_test(void) |
| { |
| IDirect3DPixelShader9 *shader_11_coissue_2, *shader_12_coissue_2, *shader_13_coissue_2, *shader_14_coissue_2; |
| IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue; |
| IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| DWORD color; |
| HRESULT hr; |
| |
| /* ps 1.x shaders are rather picky with writemasks and source swizzles. |
| * The dp3 is used to copy r0.r to all components of r1, then copy r1.a to |
| * r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is |
| * in 1.x pixel shaders. */ |
| static const DWORD shader_code_11[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, ???(t0) */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ |
| 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ |
| 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_12[] = |
| { |
| 0xffff0102, /* ps_1_2 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ |
| 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ |
| 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_13[] = |
| { |
| 0xffff0103, /* ps_1_3 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3, r1, r0, c0 */ |
| 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ |
| 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_14[] = |
| { |
| 0xffff0104, /* ps_1_3 */ |
| 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ |
| 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */ |
| 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ |
| 0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| /* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source, |
| * as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't |
| * set by the compiler, it was added manually after compilation. Note that the COISSUE |
| * flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't |
| * have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops |
| * well enough. |
| * |
| * The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky. |
| * The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since |
| * constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r, |
| * then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above). |
| */ |
| static const DWORD shader_code_11_coissue[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ |
| 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ |
| 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ |
| 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_11_coissue_2[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ |
| 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ |
| 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ |
| 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ |
| 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ |
| 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_12_coissue[] = |
| { |
| 0xffff0102, /* ps_1_2 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ |
| 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ |
| 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ |
| 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_12_coissue_2[] = |
| { |
| 0xffff0102, /* ps_1_2 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ |
| 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ |
| 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ |
| 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ |
| 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ |
| 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_13_coissue[] = |
| { |
| 0xffff0103, /* ps_1_3 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ |
| 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ |
| 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ |
| 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_13_coissue_2[] = |
| { |
| 0xffff0103, /* ps_1_3 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ |
| 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ |
| 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ |
| 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ |
| 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ |
| 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ |
| 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ |
| 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ |
| 0x0000ffff /* end */ |
| }; |
| /* ps_1_4 does not have a different cnd behavior, just pass the [0;1] |
| * texcrd result to cnd, it will compare against 0.5. */ |
| static const DWORD shader_code_14_coissue[] = |
| { |
| 0xffff0104, /* ps_1_4 */ |
| 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ |
| 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ |
| 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ |
| 0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_14_coissue_2[] = |
| { |
| 0xffff0104, /* ps_1_4 */ |
| 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ |
| 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ |
| 0x00000001, 0x80080000, 0x80000000, /* mov r0.a, r0.x */ |
| 0x00000001, 0x80070001, 0xa0ff0000, /* mov r1.xyz, c0.a */ |
| 0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r1.a, r0.a, c1, c2 */ |
| 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ |
| 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, |
| -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, |
| 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, |
| }; |
| static const float quad2[] = |
| { |
| 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, |
| 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, |
| }; |
| static const float quad3[] = |
| { |
| 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, |
| 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, |
| }; |
| static const float quad4[] = |
| { |
| -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, |
| 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, |
| }; |
| static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f}; |
| static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f}; |
| static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f}; |
| static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) |
| { |
| skip("No ps_1_4 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_11); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_12); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_13); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_14); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color); |
| |
| /* 1.1 shader. All 3 components get set, based on the .w comparison */ |
| color = getPixelColor(device, 158, 358); |
| ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 358); |
| ok(color_match(color, 0x00000000, 1), "pixel 162, 358 has color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 158, 362); |
| ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 362); |
| ok(color_match(color, 0x00000000, 1), "pixel 162, 362 has color 0x%08x, expected 0x00000000.\n", color); |
| |
| /* 1.2 shader */ |
| color = getPixelColor(device, 478, 358); |
| ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color_match(color, 0x00000000, 1), "pixel 482, 358 has color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color_match(color, 0x00000000, 1), "pixel 482, 362 has color 0x%08x, expected 0x00000000.\n", color); |
| |
| /* 1.3 shader */ |
| color = getPixelColor(device, 478, 118); |
| ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 482, 118); |
| ok(color_match(color, 0x00000000, 1), "pixel 482, 118 has color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 478, 122); |
| ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 482, 122); |
| ok(color_match(color, 0x00000000, 1), "pixel 482, 122 has color 0x%08x, expected 0x00000000.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| |
| /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind |
| * that we swapped the values in c1 and c2 to make the other tests return some color |
| */ |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color); |
| |
| /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected |
| * (The Win7 nvidia driver always selects c2) |
| */ |
| color = getPixelColor(device, 158, 358); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 162, 358); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 158, 362); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 162, 362); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color); |
| |
| /* 1.2 shader */ |
| color = getPixelColor(device, 478, 358); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color); |
| |
| /* 1.3 shader */ |
| color = getPixelColor(device, 478, 118); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 482, 118); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 478, 122); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 482, 122); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), |
| "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| /* Retest with the coissue flag on the alpha instruction instead. This |
| * works "as expected". The Windows 8 testbot (WARP) seems to handle this |
| * the same as coissue on .rgb. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue_2); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue_2); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue_2); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue_2); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* 1.4 shader */ |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color); |
| |
| /* 1.1 shader */ |
| color = getPixelColor(device, 238, 358); |
| ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), |
| "pixel 238, 358 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 242, 358); |
| ok(color_match(color, 0x00000000, 1), |
| "pixel 242, 358 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 238, 362); |
| ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), |
| "pixel 238, 362 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 242, 362); |
| ok(color_match(color, 0x00000000, 1), |
| "pixel 242, 362 has color %08x, expected 0x00000000\n", color); |
| |
| /* 1.2 shader */ |
| color = getPixelColor(device, 558, 358); |
| ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), |
| "pixel 558, 358 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 562, 358); |
| ok(color_match(color, 0x00000000, 1), |
| "pixel 562, 358 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 558, 362); |
| ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), |
| "pixel 558, 362 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 562, 362); |
| ok(color_match(color, 0x00000000, 1), |
| "pixel 562, 362 has color %08x, expected 0x00000000\n", color); |
| |
| /* 1.3 shader */ |
| color = getPixelColor(device, 558, 118); |
| ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), |
| "pixel 558, 118 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 562, 118); |
| ok(color_match(color, 0x00000000, 1), |
| "pixel 562, 118 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 558, 122); |
| ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), |
| "pixel 558, 122 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 562, 122); |
| ok(color_match(color, 0x00000000, 1), |
| "pixel 562, 122 has color %08x, expected 0x00000000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader_14_coissue_2); |
| IDirect3DPixelShader9_Release(shader_13_coissue_2); |
| IDirect3DPixelShader9_Release(shader_12_coissue_2); |
| IDirect3DPixelShader9_Release(shader_11_coissue_2); |
| IDirect3DPixelShader9_Release(shader_14_coissue); |
| IDirect3DPixelShader9_Release(shader_13_coissue); |
| IDirect3DPixelShader9_Release(shader_12_coissue); |
| IDirect3DPixelShader9_Release(shader_11_coissue); |
| IDirect3DPixelShader9_Release(shader_14); |
| IDirect3DPixelShader9_Release(shader_13); |
| IDirect3DPixelShader9_Release(shader_12); |
| IDirect3DPixelShader9_Release(shader_11); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void nested_loop_test(void) |
| { |
| IDirect3DVertexShader9 *vshader; |
| IDirect3DPixelShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD shader_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ |
| 0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/ |
| 0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0 */ |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ |
| 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ |
| 0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001, /* add r0, r0, c1 */ |
| 0x0000001d, /* endloop */ |
| 0x0000001d, /* endloop */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD vshader_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No shader model 3 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 360, 240); |
| ok(color_match(color, 0x00800000, 1), |
| "Nested loop test returned color 0x%08x, expected 0x00800000.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DVertexShader9_Release(vshader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void pretransformed_varying_test(void) |
| { |
| /* dcl_position: fails to compile */ |
| static const DWORD blendweight_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000001, 0x900f0000, /* dcl_blendweight, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD blendindices_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000002, 0x900f0000, /* dcl_blendindices, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD normal_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000003, 0x900f0000, /* dcl_normal, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| /* psize: fails? */ |
| static const DWORD texcoord0_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD tangent_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000006, 0x900f0000, /* dcl_tangent, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD binormal_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000007, 0x900f0000, /* dcl_binormal, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| /* tessfactor: fails */ |
| /* positiont: fails */ |
| static const DWORD color_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD fog_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000b, 0x900f0000, /* dcl_fog, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD depth_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000c, 0x900f0000, /* dcl_depth, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD specular_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8001000a, 0x900f0000, /* dcl_color1, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| /* sample: fails */ |
| |
| static const struct |
| { |
| const char *name; |
| const DWORD *shader_code; |
| DWORD color; |
| BOOL todo; |
| } |
| tests[] = |
| { |
| {"blendweight", blendweight_code, 0x00191919, TRUE }, |
| {"blendindices", blendindices_code, 0x00333333, TRUE }, |
| {"normal", normal_code, 0x004c4c4c, TRUE }, |
| {"texcoord0", texcoord0_code, 0x00808c8c, FALSE}, |
| {"tangent", tangent_code, 0x00999999, TRUE }, |
| {"binormal", binormal_code, 0x00b2b2b2, TRUE }, |
| {"color", color_code, 0x00e6e6e6, FALSE}, |
| {"fog", fog_code, 0x00666666, TRUE }, |
| {"depth", depth_code, 0x00cccccc, TRUE }, |
| {"specular", specular_code, 0x004488ff, FALSE}, |
| }; |
| /* Declare a monster vertex type :-) */ |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, |
| {0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0}, |
| {0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0}, |
| {0, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, |
| {0, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG, 0}, |
| {0, 80, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 96, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0}, |
| {0, 112, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0}, |
| {0, 128, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH, 0}, |
| {0, 144, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| {0, 148, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1}, |
| D3DDECL_END() |
| }; |
| |
| static const struct |
| { |
| float pos_x, pos_y, pos_z, rhw; |
| float weight_1, weight_2, weight_3, weight_4; |
| float index_1, index_2, index_3, index_4; |
| float normal_1, normal_2, normal_3, normal_4; |
| float fog_1, fog_2, fog_3, fog_4; |
| float texcoord_1, texcoord_2, texcoord_3, texcoord_4; |
| float tangent_1, tangent_2, tangent_3, tangent_4; |
| float binormal_1, binormal_2, binormal_3, binormal_4; |
| float depth_1, depth_2, depth_3, depth_4; |
| D3DCOLOR diffuse; |
| D3DCOLOR specular; |
| } |
| data[] = |
| { |
| { |
| 0.0f, 0.0f, 0.1f, 1.0f, |
| 0.1f, 0.1f, 0.1f, 0.1f, |
| 0.2f, 0.2f, 0.2f, 0.2f, |
| 0.3f, 0.3f, 0.3f, 0.3f, |
| 0.4f, 0.4f, 0.4f, 0.4f, |
| 0.5f, 0.55f, 0.55f, 0.55f, |
| 0.6f, 0.6f, 0.6f, 0.7f, |
| 0.7f, 0.7f, 0.7f, 0.6f, |
| 0.8f, 0.8f, 0.8f, 0.8f, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff, /* Nothing special */ |
| }, |
| { |
| 640.0f, 0.0f, 0.1f, 1.0f, |
| 0.1f, 0.1f, 0.1f, 0.1f, |
| 0.2f, 0.2f, 0.2f, 0.2f, |
| 0.3f, 0.3f, 0.3f, 0.3f, |
| 0.4f, 0.4f, 0.4f, 0.4f, |
| 0.5f, 0.55f, 0.55f, 0.55f, |
| 0.6f, 0.6f, 0.6f, 0.7f, |
| 0.7f, 0.7f, 0.7f, 0.6f, |
| 0.8f, 0.8f, 0.8f, 0.8f, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff, /* Nothing special */ |
| }, |
| { |
| 0.0f, 480.0f, 0.1f, 1.0f, |
| 0.1f, 0.1f, 0.1f, 0.1f, |
| 0.2f, 0.2f, 0.2f, 0.2f, |
| 0.3f, 0.3f, 0.3f, 0.3f, |
| 0.4f, 0.4f, 0.4f, 0.4f, |
| 0.5f, 0.55f, 0.55f, 0.55f, |
| 0.6f, 0.6f, 0.6f, 0.7f, |
| 0.7f, 0.7f, 0.7f, 0.6f, |
| 0.8f, 0.8f, 0.8f, 0.8f, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff, /* Nothing special */ |
| }, |
| { |
| 640.0f, 480.0f, 0.1f, 1.0f, |
| 0.1f, 0.1f, 0.1f, 0.1f, |
| 0.2f, 0.2f, 0.2f, 0.2f, |
| 0.3f, 0.3f, 0.3f, 0.3f, |
| 0.4f, 0.4f, 0.4f, 0.4f, |
| 0.5f, 0.55f, 0.55f, 0.55f, |
| 0.6f, 0.6f, 0.6f, 0.7f, |
| 0.7f, 0.7f, 0.7f, 0.6f, |
| 0.8f, 0.8f, 0.8f, 0.8f, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff, /* Nothing special */ |
| }, |
| }; |
| IDirect3DVertexDeclaration9 *decl; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| unsigned int i; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No shader model 3 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) |
| { |
| IDirect3DPixelShader9 *shader; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &shader); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader for test %s, hr %#x.\n", tests[i].name, hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data, sizeof(*data)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* This isn't a weekend's job to fix, ignore the problem for now. |
| * Needs a replacement pipeline. */ |
| color = getPixelColor(device, 360, 240); |
| if (tests[i].todo) |
| todo_wine ok(color_match(color, tests[i].color, 1) |
| || broken(color_match(color, 0x00000000, 1) |
| && tests[i].shader_code == blendindices_code), |
| "Test %s returned color 0x%08x, expected 0x%08x (todo).\n", |
| tests[i].name, color, tests[i].color); |
| else |
| ok(color_match(color, tests[i].color, 1), |
| "Test %s returned color 0x%08x, expected 0x%08x.\n", |
| tests[i].name, color, tests[i].color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader for test %s, hr %#x.\n", tests[i].name, hr); |
| IDirect3DPixelShader9_Release(shader); |
| } |
| |
| IDirect3DVertexDeclaration9_Release(decl); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_compare_instructions(void) |
| { |
| IDirect3DVertexShader9 *shader_slt_scalar; |
| IDirect3DVertexShader9 *shader_sge_scalar; |
| IDirect3DVertexShader9 *shader_slt_vec; |
| IDirect3DVertexShader9 *shader_sge_vec; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD shader_sge_vec_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000d, 0xd00f0000, 0x80e40000, 0xa0e40001, /* sge oD0, r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_slt_vec_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000c, 0xd00f0000, 0x80e40000, 0xa0e40001, /* slt oD0, r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_sge_scalar_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000d, 0xd0010000, 0x80000000, 0xa0550001, /* slt oD0.r, r0.r, c1.b */ |
| 0x0000000d, 0xd0020000, 0x80550000, 0xa0aa0001, /* slt oD0.g, r0.g, c1.r */ |
| 0x0000000d, 0xd0040000, 0x80aa0000, 0xa0000001, /* slt oD0.b, r0.b, c1.g */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_slt_scalar_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000c, 0xd0010000, 0x80000000, 0xa0aa0001, /* slt oD0.r, r0.r, c1.b */ |
| 0x0000000c, 0xd0020000, 0x80550000, 0xa0000001, /* slt oD0.g, r0.g, c1.r */ |
| 0x0000000c, 0xd0040000, 0x80aa0000, 0xa0550001, /* slt oD0.b, r0.b, c1.g */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 0.0f, 0.1f, |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| }; |
| static const float quad2[] = |
| { |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| }; |
| static const float quad3[] = |
| { |
| -1.0f, 0.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| }; |
| static const float quad4[] = |
| { |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| static const float const0[4] = {0.8f, 0.2f, 0.2f, 0.2f}; |
| static const float const1[4] = {0.2f, 0.8f, 0.2f, 0.2f}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) |
| { |
| skip("No vs_1_1 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_vec_code, &shader_slt_vec); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_scalar_code, &shader_sge_scalar); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_scalar_code, &shader_slt_scalar); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); |
| ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, const1, 1); |
| ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff00ff, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00ff00ff\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000ff00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ffffff, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 480, 160); |
| ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVertexShader9_Release(shader_sge_vec); |
| IDirect3DVertexShader9_Release(shader_slt_vec); |
| IDirect3DVertexShader9_Release(shader_sge_scalar); |
| IDirect3DVertexShader9_Release(shader_slt_scalar); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_vshader_input(void) |
| { |
| IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder; |
| IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float; |
| IDirect3DVertexDeclaration9 *decl_nocolor; |
| IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader; |
| D3DADAPTER_IDENTIFIER9 identifier; |
| IDirect3DPixelShader9 *ps; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| unsigned int i; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| BOOL warp; |
| |
| static const DWORD swapped_shader_code_3[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ |
| 0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD swapped_shader_code_1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x0000001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ |
| 0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD swapped_shader_code_2[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ |
| 0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD texcoord_color_shader_code_3[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD texcoord_color_shader_code_2[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD texcoord_color_shader_code_1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD color_color_shader_code_3[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001, /* mul o1, c0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD color_color_shader_code_2[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD color_color_shader_code_1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD ps3_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad1[] = |
| { |
| -1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| -1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| }; |
| static const float quad2[] = |
| { |
| 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| }; |
| static const float quad3[] = |
| { |
| -1.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, |
| }; |
| static const float quad4[] = |
| { |
| 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, |
| }; |
| static const float quad1_modified[] = |
| { |
| -1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, |
| -1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, |
| 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, |
| }; |
| static const float quad2_modified[] = |
| { |
| 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad1_color[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x00ff8040}, |
| {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, |
| {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, |
| {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, |
| }, |
| quad2_color[] = |
| { |
| {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, |
| {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x00ff8040}, |
| {{ 1.0f, 0.0f, 0.1f}, 0x00ff8040}, |
| }, |
| quad3_color[] = |
| { |
| {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, |
| {{-1.0f, 1.0f, 0.1f}, 0x00ff8040}, |
| {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, |
| {{ 0.0f, 1.0f, 0.1f}, 0x00ff8040}, |
| }; |
| static const float quad4_color[] = |
| { |
| 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, |
| }; |
| static const struct vec3 quad_nocolor[] = |
| { |
| {-1.0f, -1.0f, 0.1f}, |
| {-1.0f, 1.0f, 0.1f}, |
| { 1.0f, -1.0f, 0.1f}, |
| { 1.0f, 1.0f, 0.1f}, |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_color_color[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_color_float[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_nocolor[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| D3DDECL_END() |
| }; |
| static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f}; |
| static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 1.0f}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No vs_3_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); |
| ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); |
| warp = !strcmp(identifier.Description, "Microsoft Basic Render Driver"); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_wrongidx, &decl_twotex_wrongidx); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_rightorder, &decl_twotexcrd_rightorder); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_texcoord_color, &decl_texcoord_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_color, &decl_color_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_ubyte, &decl_color_ubyte); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_nocolor, &decl_nocolor); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| for (i = 1; i <= 3; ++i) |
| { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| if(i == 3) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| } else if(i == 2){ |
| hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } else if(i == 1) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_1, &swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11); |
| if (i == 3 || i == 2) |
| ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr); |
| else if (i == 1) |
| /* Succeeds or fails, depending on SW or HW vertex processing. */ |
| ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11); |
| if (i == 3 || i == 2) |
| ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr); |
| else if (i == 1) |
| ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| if(i == 3 || i == 2) { |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), |
| "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color); |
| |
| /* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */ |
| color = getPixelColor(device, 480, 360); |
| /* On the Windows 8 testbot (WARP) the draw succeeds, but uses |
| * mostly random data as input. */ |
| ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp), |
| "Got unexpected color 0x%08x for quad 2 (1crd).\n", color); |
| color = getPixelColor(device, 160, 120); |
| /* Same as above, accept both the last used value and 0.0 for the undefined streams */ |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), |
| "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color); |
| |
| color = getPixelColor(device, 480, 160); |
| ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); |
| } else if(i == 1) { |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), |
| "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color); |
| color = getPixelColor(device, 480, 360); |
| /* Accept the clear color as well in this case, since SW VP |
| * returns an error. On the Windows 8 testbot (WARP) the draw |
| * succeeds, but uses mostly random data as input. */ |
| ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp), |
| "Got unexpected color 0x%08x for quad 2 (1crd).\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), |
| "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color); |
| color = getPixelColor(device, 480, 160); |
| ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Now find out if the whole streams are re-read, or just the last |
| * active value for the vertices is used. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11); |
| if (i == 3 || i == 2) |
| ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr); |
| else if (i == 1) |
| /* Succeeds or fails, depending on SW or HW vertex processing. */ |
| ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 480, 350); |
| /* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that |
| * as well. |
| * |
| * NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors, |
| * i.e., the whole old stream is read, and not just the last used attribute. Some games require that this |
| * does *not* happen, otherwise they can crash because of a read from a bad pointer, so do not accept the |
| * refrast's result. |
| * |
| * A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2). |
| */ |
| ok(color == 0x000000ff || color == 0x00808080 || color == 0x00000000 |
| || broken(color_match(color, D3DCOLOR_ARGB(0x00, 0x0b, 0x75, 0x80), 1)), |
| "Got unexpected color 0x%08x for quad 2 (different colors).\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DDevice9_SetVertexShader(device, NULL); |
| IDirect3DDevice9_SetPixelShader(device, NULL); |
| IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| |
| IDirect3DVertexShader9_Release(swapped_shader); |
| } |
| |
| for (i = 1; i <= 3; ++i) |
| { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| if(i == 3) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| } else if(i == 2){ |
| hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_2, &color_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } else if(i == 1) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_1, &texcoord_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_1, &color_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), |
| "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1), |
| "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), |
| "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color); |
| color = getPixelColor(device, 480, 160); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1), |
| "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_nocolor); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_nocolor, sizeof(quad_nocolor[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* WARP ends up using the color attribute from the previous draw. Let's mark |
| * that behavior as broken. */ |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00000000, 1) |
| || broken(color_match(color, 0x00ffff00, 1)), |
| "Got unexpected color 0x%08x for no color attribute test.\n", color); |
| |
| IDirect3DDevice9_SetVertexShader(device, NULL); |
| IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| IDirect3DDevice9_SetPixelShader(device, NULL); |
| |
| IDirect3DVertexShader9_Release(texcoord_color_shader); |
| IDirect3DVertexShader9_Release(color_color_shader); |
| } |
| |
| IDirect3DVertexDeclaration9_Release(decl_twotexcrd); |
| IDirect3DVertexDeclaration9_Release(decl_onetexcrd); |
| IDirect3DVertexDeclaration9_Release(decl_twotex_wrongidx); |
| IDirect3DVertexDeclaration9_Release(decl_twotexcrd_rightorder); |
| |
| IDirect3DVertexDeclaration9_Release(decl_texcoord_color); |
| IDirect3DVertexDeclaration9_Release(decl_color_color); |
| IDirect3DVertexDeclaration9_Release(decl_color_ubyte); |
| IDirect3DVertexDeclaration9_Release(decl_color_float); |
| IDirect3DVertexDeclaration9_Release(decl_nocolor); |
| |
| IDirect3DPixelShader9_Release(ps); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void srgbtexture_test(void) |
| { |
| /* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE |
| * texture stage state to render a quad using that texture. The resulting |
| * color components should be 0x36 (~ 0.21), per this formula: |
| * linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4 |
| * This is true where srgb_color > 0.04045. */ |
| struct IDirect3DTexture9 *texture; |
| struct IDirect3DSurface9 *surface; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, |
| -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, |
| 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, |
| 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) |
| { |
| skip("D3DFMT_A8R8G8B8 textures with SRGBREAD not supported.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| |
| fill_surface(surface, 0xff7f7f7f, 0); |
| IDirect3DSurface9_Release(surface); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00363636, 1), "sRGB quad has color 0x%08x, expected 0x00363636.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void shademode_test(void) |
| { |
| /* Render a quad and try all of the different fixed function shading models. */ |
| DWORD color0_gouraud = 0, color1_gouraud = 0; |
| DWORD primtype = D3DPT_TRIANGLESTRIP; |
| IDirect3DVertexBuffer9 *vb_strip; |
| IDirect3DVertexBuffer9 *vb_list; |
| DWORD shademode = D3DSHADE_FLAT; |
| IDirect3DDevice9 *device; |
| DWORD color0, color1; |
| void *data = NULL; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| UINT i, j; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad_strip[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, |
| {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, |
| {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, |
| {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, |
| }, |
| quad_list[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, |
| {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, |
| {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, |
| |
| {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, |
| {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, |
| {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad_strip, sizeof(quad_strip)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb_strip); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb_list, 0, sizeof(quad_list), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad_list, sizeof(quad_list)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb_list); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| |
| /* Try it first with a TRIANGLESTRIP. Do it with different geometry because |
| * the color fixups we have to do for FLAT shading will be dependent on that. */ |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| |
| /* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */ |
| for (j=0; j<2; j++) { |
| |
| /* Inner loop just changes the D3DRS_SHADEMODE */ |
| for (i=0; i<3; i++) { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* Sample two spots from the output */ |
| color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ |
| color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ |
| switch(shademode) { |
| case D3DSHADE_FLAT: |
| /* Should take the color of the first vertex of each triangle */ |
| if (0) |
| { |
| /* This test depends on EXT_provoking_vertex being |
| * available. This extension is currently (20090810) |
| * not common enough to let the test fail if it isn't |
| * present. */ |
| ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0); |
| ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1); |
| } |
| shademode = D3DSHADE_GOURAUD; |
| break; |
| case D3DSHADE_GOURAUD: |
| /* Should be an interpolated blend */ |
| |
| ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2), |
| "GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0); |
| ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2), |
| "GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1); |
| |
| color0_gouraud = color0; |
| color1_gouraud = color1; |
| |
| shademode = D3DSHADE_PHONG; |
| break; |
| case D3DSHADE_PHONG: |
| /* Should be the same as GOURAUD, since no hardware implements this */ |
| ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2), |
| "PHONG shading has color0 %08x, expected 0x000dca28\n", color0); |
| ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2), |
| "PHONG shading has color1 %08x, expected 0x000d45c7\n", color1); |
| |
| ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n", |
| color0_gouraud, color0); |
| ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n", |
| color1_gouraud, color1); |
| break; |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| /* Now, do it all over again with a TRIANGLELIST */ |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| primtype = D3DPT_TRIANGLELIST; |
| shademode = D3DSHADE_FLAT; |
| } |
| |
| IDirect3DVertexBuffer9_Release(vb_strip); |
| IDirect3DVertexBuffer9_Release(vb_list); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_blend(void) |
| { |
| IDirect3DSurface9 *backbuffer, *offscreen; |
| IDirect3DTexture9 *offscreenTexture; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| 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}, |
| }, |
| 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}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| /* Clear the render target with alpha = 0.5 */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| /* Draw two quads, one with src alpha blending, one with dest alpha |
| * blending. */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\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 = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\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 = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DTexture9_Release(offscreenTexture); |
| IDirect3DSurface9_Release(offscreen); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fixed_function_decl_test(void) |
| { |
| IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL; |
| IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_nocolor, *dcl_positiont; |
| IDirect3DVertexBuffer9 *vb, *vb2; |
| IDirect3DDevice9 *device; |
| BOOL s_ok, ub_ok, f_ok; |
| DWORD color, size, i; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| void *data; |
| HRESULT hr; |
| |
| static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_d3dcolor_2streams[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {1, 0, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_ubyte4n[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_ubyte4n_2streams[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {1, 0, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_short4[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_USHORT4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_float[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_nocolor[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_positiont[] = { |
| {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, |
| {0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad1[] = /* D3DCOLOR */ |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x00ffff00}, |
| {{-1.0f, 0.0f, 0.1f}, 0x00ffff00}, |
| {{ 0.0f, -1.0f, 0.1f}, 0x00ffff00}, |
| {{ 0.0f, 0.0f, 0.1f}, 0x00ffff00}, |
| }, |
| quad2[] = /* UBYTE4N */ |
| { |
| {{-1.0f, 0.0f, 0.1f}, 0x00ffff00}, |
| {{-1.0f, 1.0f, 0.1f}, 0x00ffff00}, |
| {{ 0.0f, 0.0f, 0.1f}, 0x00ffff00}, |
| {{ 0.0f, 1.0f, 0.1f}, 0x00ffff00}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| struct { unsigned short x, y, z, w; } color; |
| } |
| quad3[] = /* USHORT4N */ |
| { |
| {{0.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, |
| {{0.0f, 0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, |
| {{1.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, |
| {{1.0f, 0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec4 color; |
| } |
| quad4[] = |
| { |
| {{0.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, |
| {{0.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, |
| {{1.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, |
| {{1.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, |
| }; |
| static const DWORD colors[] = |
| { |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| }; |
| static const float quads[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 0.0f, 0.1f, |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| |
| 0.0f, -1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| |
| -1.0f, 0.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 0.0f, 0.0f, 0.1f, |
| 0.0f, 1.0f, 0.1f, |
| }; |
| static const struct |
| { |
| struct vec4 position; |
| DWORD diffuse; |
| } |
| quad_transformed[] = |
| { |
| {{ 90.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, |
| {{570.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, |
| {{ 90.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, |
| {{570.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_short4, &dcl_short); |
| ok(SUCCEEDED(hr) || hr == E_FAIL, "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_float, &dcl_float); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| if(caps.DeclTypes & D3DDTCAPS_UBYTE4N) { |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n_2streams, &dcl_ubyte_2); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n, &dcl_ubyte); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| } else { |
| trace("D3DDTCAPS_UBYTE4N not supported\n"); |
| dcl_ubyte_2 = NULL; |
| dcl_ubyte = NULL; |
| } |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor_2streams, &dcl_color_2); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_nocolor, &dcl_nocolor); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_positiont, &dcl_positiont); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| |
| size = max(sizeof(quad1), max(sizeof(quad2), max(sizeof(quad3), max(sizeof(quad4), sizeof(quads))))); |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, size, |
| 0, 0, D3DPOOL_MANAGED, &vb, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; |
| if (dcl_color) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| |
| /* Tests with non-standard fixed function types fail on the refrast. The |
| * ATI driver partially accepts them, the NVIDIA driver accepts them all. |
| * All those differences even though we're using software vertex |
| * processing. Doh! */ |
| if (dcl_ubyte) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| ub_ok = SUCCEEDED(hr); |
| } |
| |
| if (dcl_short) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| s_ok = SUCCEEDED(hr); |
| } |
| |
| if (dcl_float) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| f_ok = SUCCEEDED(hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| if(dcl_short) { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff || !s_ok, |
| "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); |
| } |
| if(dcl_ubyte) { |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ffff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); |
| } |
| if(dcl_color) { |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffff00, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); |
| } |
| if(dcl_float) { |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000 || !f_ok, |
| "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* The following test with vertex buffers doesn't serve to find out new |
| * information from windows. It is a plain regression test because wined3d |
| * uses different codepaths for attribute conversion with vertex buffers. |
| * It makes sure that the vertex buffer one works, while the above tests |
| * whether the immediate mode code works. */ |
| f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| if (dcl_color) |
| { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), &data, 0); |
| ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); |
| memcpy(data, quad1, sizeof(quad1)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| |
| if (dcl_ubyte) |
| { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), &data, 0); |
| ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); |
| memcpy(data, quad2, sizeof(quad2)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| ub_ok = SUCCEEDED(hr); |
| } |
| |
| if (dcl_short) |
| { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), &data, 0); |
| ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); |
| memcpy(data, quad3, sizeof(quad3)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| s_ok = SUCCEEDED(hr); |
| } |
| |
| if (dcl_float) |
| { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), &data, 0); |
| ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); |
| memcpy(data, quad4, sizeof(quad4)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| f_ok = SUCCEEDED(hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| if(dcl_short) { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff || !s_ok, |
| "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); |
| } |
| if(dcl_ubyte) { |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ffff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); |
| } |
| if(dcl_color) { |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffff00, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); |
| } |
| if(dcl_float) { |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000 || !f_ok, |
| "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test with no diffuse color attribute. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_nocolor); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quads, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no color attribute test.\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test what happens with specular lighting enabled and no specular color attribute. */ |
| f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| if (dcl_color) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| if (dcl_ubyte) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| ub_ok = SUCCEEDED(hr); |
| } |
| if (dcl_short) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| s_ok = SUCCEEDED(hr); |
| } |
| if (dcl_float) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| f_ok = SUCCEEDED(hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr); |
| |
| if (dcl_short) |
| { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff || !s_ok, |
| "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff.\n", color); |
| } |
| if (dcl_ubyte) |
| { |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ffff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff.\n", color); |
| } |
| if (dcl_color) |
| { |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffff00, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00.\n", color); |
| } |
| if (dcl_float) |
| { |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000 || !f_ok, |
| "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000.\n", color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad_transformed), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad_transformed, sizeof(quad_transformed)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_positiont); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 88, 108); |
| ok(color == 0x000000ff, |
| "pixel 88/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 108); |
| ok(color == 0x000000ff, |
| "pixel 92/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 88, 112); |
| ok(color == 0x000000ff, |
| "pixel 88/112 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 112); |
| ok(color == 0x00ffff00, |
| "pixel 92/112 has color %08x, expected 0x00ffff00\n", color); |
| |
| color = getPixelColor(device, 568, 108); |
| ok(color == 0x000000ff, |
| "pixel 568/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 572, 108); |
| ok(color == 0x000000ff, |
| "pixel 572/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 568, 112); |
| ok(color == 0x00ffff00, |
| "pixel 568/112 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 572, 112); |
| ok(color == 0x000000ff, |
| "pixel 572/112 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 88, 298); |
| ok(color == 0x000000ff, |
| "pixel 88/298 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 298); |
| ok(color == 0x00ffff00, |
| "pixel 92/298 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 88, 302); |
| ok(color == 0x000000ff, |
| "pixel 88/302 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 302); |
| ok(color == 0x000000ff, |
| "pixel 92/302 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 568, 298); |
| ok(color == 0x00ffff00, |
| "pixel 568/298 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 572, 298); |
| ok(color == 0x000000ff, |
| "pixel 572/298 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 568, 302); |
| ok(color == 0x000000ff, |
| "pixel 568/302 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 572, 302); |
| ok(color == 0x000000ff, |
| "pixel 572/302 has color %08x, expected 0x000000ff\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* This test is pointless without those two declarations: */ |
| if((!dcl_color_2) || (!dcl_ubyte_2)) { |
| skip("color-ubyte switching test declarations aren't supported\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quads), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quads, sizeof(quads)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(colors), |
| 0, 0, D3DPOOL_MANAGED, &vb2, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(colors), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, colors, sizeof(colors)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb2); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| |
| for(i = 0; i < 2; i++) { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| if(i == 0) { |
| hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 0, sizeof(DWORD) * 4); |
| } else { |
| hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 8, sizeof(DWORD) * 4); |
| } |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| ub_ok = SUCCEEDED(hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| ub_ok = (SUCCEEDED(hr) && ub_ok); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| if(i == 0) { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ffffff, |
| "Unused quad returned color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x000000ff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); |
| } else { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ffffff, |
| "Unused quad returned color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000 || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000 || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| } |
| |
| IDirect3DVertexBuffer9_Release(vb2); |
| out: |
| IDirect3DVertexBuffer9_Release(vb); |
| if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float); |
| if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short); |
| if(dcl_ubyte) IDirect3DVertexDeclaration9_Release(dcl_ubyte); |
| if(dcl_color) IDirect3DVertexDeclaration9_Release(dcl_color); |
| if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2); |
| if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2); |
| IDirect3DVertexDeclaration9_Release(dcl_nocolor); |
| IDirect3DVertexDeclaration9_Release(dcl_positiont); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_vshader_float16(void) |
| { |
| IDirect3DVertexDeclaration9 *vdecl = NULL; |
| IDirect3DVertexBuffer9 *buffer = NULL; |
| IDirect3DVertexShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| void *data; |
| HRESULT hr; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const DWORD shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff, |
| }; |
| static const struct vertex_float16color |
| { |
| float x, y, z; |
| DWORD c1, c2; |
| } |
| quad[] = |
| { |
| { -1.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, /* green */ |
| { -1.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, |
| { 0.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, |
| { 0.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, |
| |
| { 0.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, /* red */ |
| { 0.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, |
| { 1.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, |
| { 1.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, |
| |
| { 0.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, /* blue */ |
| { 0.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, |
| { 1.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, |
| { 1.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, |
| |
| { -1.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, /* alpha */ |
| { -1.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, |
| { 0.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, |
| { 0.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No vs_3_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff102030, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 0, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 4, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 8, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, |
| "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, |
| "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, |
| "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, |
| "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, |
| D3DPOOL_MANAGED, &buffer, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexBuffer failed, hr=%08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(buffer, 0, sizeof(quad), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed, hr=%08x\n", hr); |
| memcpy(data, quad, sizeof(quad)); |
| hr = IDirect3DVertexBuffer9_Unlock(buffer); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, |
| "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, |
| "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, |
| "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, |
| "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DVertexDeclaration9_Release(vdecl); |
| IDirect3DVertexShader9_Release(shader); |
| IDirect3DVertexBuffer9_Release(buffer); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void conditional_np2_repeat_test(void) |
| { |
| IDirect3DTexture9 *texture; |
| IDirect3DDevice9 *device; |
| D3DLOCKED_RECT rect; |
| unsigned int x, y; |
| DWORD *dst, color; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, -0.2f, -0.2f, |
| -1.0f, 1.0f, 0.1f, -0.2f, 1.2f, |
| 1.0f, -1.0f, 0.1f, 1.2f, -0.2f, |
| 1.0f, 1.0f, 0.1f, 1.2f, 1.2f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); |
| if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) |
| { |
| /* NP2 conditional requires the POW2 flag. Check that while we're at it */ |
| ok(caps.TextureCaps & D3DPTEXTURECAPS_POW2, |
| "Card has conditional NP2 support without power of two restriction set\n"); |
| } |
| else if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No conditional NP2 support, skipping conditional NP2 tests\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| else |
| { |
| skip("Card has unconditional NP2 support, skipping conditional NP2 tests\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| |
| memset(&rect, 0, sizeof(rect)); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); |
| for(y = 0; y < 10; y++) { |
| for(x = 0; x < 10; x++) { |
| dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD)); |
| if(x == 0 || x == 9 || y == 0 || y == 9) { |
| *dst = 0x00ff0000; |
| } else { |
| *dst = 0x000000ff; |
| } |
| } |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 1, 1); |
| ok(color == 0x00ff0000, "NP2: Pixel 1, 1 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 639, 479); |
| ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 135, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 135, 105); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 105); |
| ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 135, 376); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 376); |
| ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 135, 379); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 379); |
| ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 500, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 504, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 500, 105); |
| ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 504, 105); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 500, 376); |
| ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 504, 376); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 500, 380); |
| ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 504, 380); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void vface_register_test(void) |
| { |
| IDirect3DSurface9 *surface, *backbuffer; |
| IDirect3DVertexShader9 *vshader; |
| IDirect3DPixelShader9 *shader; |
| IDirect3DTexture9 *texture; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD shader_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ |
| 0x05000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.0, 0.0, 0.0, 0.0 */ |
| 0x0200001f, 0x80000000, 0x900f1001, /* dcl vFace */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x04000058, 0x800f0000, 0x90e41001, 0xa0e40000, 0x80e40001, /* cmp r0, vFace, c0, r1 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* END */ |
| }; |
| static const DWORD vshader_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| -1.0f, 0.0f, 0.1f, |
| |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| -1.0f, 0.0f, 0.1f, |
| |
| -1.0f, 0.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 1.0f, 0.0f, 0.1f, |
| |
| 1.0f, 0.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| static const float blit[] = |
| { |
| 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No shader model 3 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(SUCCEEDED(hr), "Failed to set cull mode, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| /* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* Blit the texture onto the back buffer to make it visible */ |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "vFace: Onscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ff00, "vFace: Onscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DVertexShader9_Release(vshader); |
| IDirect3DSurface9_Release(surface); |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fixed_function_bumpmap_test(void) |
| { |
| IDirect3DVertexDeclaration9 *vertex_declaration; |
| IDirect3DTexture9 *texture, *tex1, *tex2; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice9 *device; |
| BOOL L6V5U5_supported; |
| float scale, offset; |
| IDirect3D9 *d3d; |
| unsigned int i; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const float quad[][7] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| }; |
| /* use asymmetric matrix to test loading */ |
| static const float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); |
| if (!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)) |
| { |
| skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| /* This check is disabled, some Windows drivers do not handle |
| * D3DUSAGE_QUERY_LEGACYBUMPMAP properly. They report that it is not |
| * supported, but after that bump mapping works properly. So just test if |
| * the format is generally supported, and check the BUMPENVMAP flag. */ |
| L6V5U5_supported = SUCCEEDED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_L6V5U5)); |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8))) |
| { |
| skip("D3DFMT_V8U8 not supported for legacy bump mapping\n"); |
| IDirect3DDevice9_Release(device); |
| return; |
| } |
| |
| /* Generate the textures */ |
| generate_bumpmap_textures(device); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| |
| color = getPixelColor(device, 240, 60); |
| ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 400, 60); |
| ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 80, 180); |
| ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 560, 180); |
| ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 80, 300); |
| ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 560, 300); |
| ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 240, 420); |
| ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 400, 420); |
| ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| for(i = 0; i < 2; i++) { |
| hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); /* For the GetTexture */ |
| hr = IDirect3DDevice9_SetTexture(device, i, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); /* To destroy it */ |
| } |
| |
| if (!L6V5U5_supported || !(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)) |
| { |
| skip("L6V5U5 / D3DTOP_BUMPENVMAPLUMINANCE not supported, skipping tests.\n"); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| /* This test only tests the luminance part. The bumpmapping part was already tested above and |
| * would only make this test more complicated |
| */ |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_L6V5U5, D3DPOOL_MANAGED, &tex1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| |
| memset(&locked_rect, 0, sizeof(locked_rect)); |
| hr = IDirect3DTexture9_LockRect(tex1, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = 0x4000; /* L = 0.25, V = 0.0, U = 0.0 */ |
| hr = IDirect3DTexture9_UnlockRect(tex1, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| |
| memset(&locked_rect, 0, sizeof(locked_rect)); |
| hr = IDirect3DTexture9_LockRect(tex2, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = 0x00ff80c0; |
| hr = IDirect3DTexture9_UnlockRect(tex2, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| scale = 2.0; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| offset = 0.1; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| /* red: 1.0 * (0.25 * 2.0 + 0.1) = 1.0 * 0.6 = 0.6 = 0x99 |
| * green: 0.5 * (0.25 * 2.0 + 0.1) = 0.5 * 0.6 = 0.3 = 0x4c |
| * green: 0.75 * (0.25 * 2.0 + 0.1) = 0.75 * 0.6 = 0.45 = 0x72 |
| */ |
| ok(color_match(color, 0x00994c72, 5), "bumpmap failed: Got color 0x%08x, expected 0x00994c72.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Check a result scale factor > 1.0 */ |
| scale = 10; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| offset = 10; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Check clamping in the scale factor calculation */ |
| scale = 1000; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| offset = -1; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DTexture9_Release(tex1); |
| IDirect3DTexture9_Release(tex2); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void stencil_cull_test(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| static const float quad1[] = |
| { |
| -1.0, -1.0, 0.1, |
| 0.0, -1.0, 0.1, |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1, |
| }; |
| static const float quad2[] = |
| { |
| 0.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1, |
| }; |
| static const float quad3[] = |
| { |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1, |
| }; |
| static const float quad4[] = |
| { |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 0.0, 1.0, 0.1, |
| }; |
| struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| painter[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, 0x00000000}, |
| {{ 1.0f, -1.0f, 0.0f}, 0x00000000}, |
| {{-1.0f, 1.0f, 0.0f}, 0x00000000}, |
| {{ 1.0f, 1.0f, 0.0f}, 0x00000000}, |
| }; |
| static const WORD indices_cw[] = {0, 1, 3}; |
| static const WORD indices_ccw[] = {0, 2, 3}; |
| unsigned int i; |
| DWORD color; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Cannot create a device with a D24S8 stencil buffer.\n"); |
| DestroyWindow(window); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| if (!(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED)) |
| { |
| skip("No two sided stencil support\n"); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF,hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "Failed to disable Z test, %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Failed to disable lighting, %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_REPLACE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_DECR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_INCR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| /* First pass: Fill the stencil buffer with some values... */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| /* 2nd pass: Make the stencil values visible */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| for (i = 0; i < 16; ++i) |
| { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| painter[0].diffuse = (i * 16); /* Creates shades of blue */ |
| painter[1].diffuse = (i * 16); |
| painter[2].diffuse = (i * 16); |
| painter[3].diffuse = (i * 16); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| color = getPixelColor(device, 160, 420); |
| ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color); |
| color = getPixelColor(device, 160, 300); |
| ok(color == 0x00000080, "CW triangle, twoside FALSE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); |
| |
| color = getPixelColor(device, 480, 420); |
| ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull off, incr, has color 0x%08x, expected 0x00000090\n", color); |
| color = getPixelColor(device, 480, 300); |
| ok(color == 0x00000030, "CW triangle, twoside TRUE, cull off, replace, has color 0x%08x, expected 0x00000030\n", color); |
| |
| color = getPixelColor(device, 160, 180); |
| ok(color == 0x00000080, "CCW triangle, twoside TRUE, cull ccw, culled, has color 0x%08x, expected 0x00000080\n", color); |
| color = getPixelColor(device, 160, 60); |
| ok(color == 0x00000030, "CW triangle, twoside TRUE, cull ccw, replace, has color 0x%08x, expected 0x00000030\n", color); |
| |
| color = getPixelColor(device, 480, 180); |
| ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull cw, incr, has color 0x%08x, expected 0x00000090\n", color); |
| color = getPixelColor(device, 480, 60); |
| ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| cleanup: |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_fragment_coords(void) |
| { |
| IDirect3DSurface9 *surface = NULL, *backbuffer; |
| IDirect3DPixelShader9 *shader, *shader_frac; |
| IDirect3DVertexShader9 *vshader; |
| IDirect3DDevice9 *device; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| DWORD *pos; |
| |
| static const DWORD shader_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ |
| 0x03000002, 0x80030000, 0x90541000, 0xa1fe0000, /* sub r0.xy, vPos.xy, c0.zw */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x02000001, 0x80080002, 0xa0550000, /* mov r2.a, c0.y */ |
| 0x02000001, 0x80010002, 0xa0550000, /* mov r2.r, c0.y */ |
| 0x04000058, 0x80020002, 0x80000000, 0x80000001, 0x80550001, /* cmp r2.g, r0.x, r1.x, r1.y */ |
| 0x04000058, 0x80040002, 0x80550000, 0x80000001, 0x80550001, /* cmp r2.b, r0.y, r1.x, r1.y */ |
| 0x02000001, 0x800f0800, 0x80e40002, /* mov oC0, r2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_frac_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */ |
| 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x02000013, 0x80030000, 0x90541000, /* frc r0.xy, vPos.xy */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD vshader_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| float constant[4] = {1.0, 0.0, 320, 240}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No shader model 3 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* This has to be pixel exact */ |
| color = getPixelColor(device, 319, 239); |
| ok(color == 0x00000000, "vPos: Pixel 319,239 has color 0x%08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 320, 239); |
| ok(color == 0x0000ff00, "vPos: Pixel 320,239 has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 319, 240); |
| ok(color == 0x000000ff, "vPos: Pixel 319,240 has color 0x%08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x0000ffff, "vPos: Pixel 320,240 has color 0x%08x, expected 0x0000ffff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_X8R8G8B8, 0, 0, TRUE, |
| &surface, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| constant[2] = 16; constant[3] = 16; |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); |
| |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x00000000, "Pixel 14/14 has color 0x%08x, expected 0x00000000\n", color); |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 18 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x0000ff00, "Pixel 14/18 has color 0x%08x, expected 0x0000ff00\n", color); |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 14 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x000000ff, "Pixel 18/14 has color 0x%08x, expected 0x000000ff\n", color); |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 18 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x0000ffff, "Pixel 18/18 has color 0x%08x, expected 0x0000ffff\n", color); |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); |
| |
| /* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to |
| * have full control over the multisampling setting inside this test |
| */ |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_frac); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); |
| |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x00000000, "vPos fraction test has color 0x%08x, expected 0x00000000\n", color); |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DPixelShader9_Release(shader_frac); |
| IDirect3DVertexShader9_Release(vshader); |
| if(surface) IDirect3DSurface9_Release(surface); |
| IDirect3DSurface9_Release(backbuffer); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static BOOL point_match(IDirect3DDevice9 *device, UINT x, UINT y, UINT r) |
| { |
| D3DCOLOR color; |
| |
| color = D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff); |
| if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; |
| |
| ++r; |
| color = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff); |
| if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; |
| |
| return TRUE; |
| } |
| |
| static void pointsize_test(void) |
| { |
| static const float a = 1.0f, b = 1.0f, c = 1.0f; |
| float ptsize, ptsizemax_orig, ptsizemin_orig; |
| IDirect3DSurface9 *rt, *backbuffer; |
| IDirect3DTexture9 *tex1, *tex2; |
| IDirect3DDevice9 *device; |
| IDirect3DVertexShader9 *vs; |
| IDirect3DPixelShader9 *ps; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| unsigned int i, j; |
| |
| static const RECT rect = {0, 0, 128, 128}; |
| static const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000}; |
| static const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00}; |
| static const float vertices[] = |
| { |
| 64.0f, 64.0f, 0.1f, |
| 128.0f, 64.0f, 0.1f, |
| 192.0f, 64.0f, 0.1f, |
| 256.0f, 64.0f, 0.1f, |
| 320.0f, 64.0f, 0.1f, |
| 384.0f, 64.0f, 0.1f, |
| 448.0f, 64.0f, 0.1f, |
| 512.0f, 64.0f, 0.1f, |
| }; |
| static const struct |
| { |
| float x, y, z; |
| float point_size; |
| } |
| vertex_pointsize = {64.0f, 64.0f, 0.1f, 48.0f}, |
| vertex_pointsize_scaled = {64.0f, 64.0f, 0.1f, 24.0f}, |
| vertex_pointsize_zero = {64.0f, 64.0f, 0.1f, 0.0f}; |
| static const DWORD vshader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ |
| 0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ |
| 0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ |
| 0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */ |
| 0x0000ffff |
| }; |
| static const DWORD vshader_psize_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x80000004, 0x900f0001, /* dcl_psize v1 */ |
| 0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ |
| 0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ |
| 0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ |
| 0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */ |
| 0x00000001, 0xc00f0002, 0x90000001, /* mov oPts, v1.x */ |
| 0x0000ffff |
| }; |
| static const DWORD pshader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000042, 0xb00f0001, /* tex t1 */ |
| 0x00000002, 0x800f0000, 0xb0e40000, 0xb0e40001, /* add r0, t0, t1 */ |
| 0x0000ffff |
| }; |
| static const DWORD pshader2_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x0200001f, 0x80000000, 0xb00f0001, /* dcl t1 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x03000042, 0x800f0001, 0xb0e40001, 0xa0e40801, /* texld r1, t1, s1 */ |
| 0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff |
| }; |
| static const DWORD pshader2_zw_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x0200001f, 0x80000000, 0xb00f0001, /* dcl t1 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ |
| 0x02000001, 0x80030000, 0xb01b0000, /* mov r0.xy, t0.wzyx */ |
| 0x02000001, 0x80030001, 0xb01b0001, /* mov r1.xy, t1.wzyx */ |
| 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, /* texld r0, r0, s0 */ |
| 0x03000042, 0x800f0001, 0x80e40001, 0xa0e40801, /* texld r1, r1, s1 */ |
| 0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff |
| }; |
| static const DWORD vshader3_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x03000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ |
| 0x04000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ |
| 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ |
| 0x04000004, 0xe00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad o0, v0.w, c3, r0 */ |
| 0x0000ffff |
| }; |
| static const DWORD vshader3_psize_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000004, 0x90010001, /* dcl_psize v1.x */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x0200001f, 0x80000004, 0xe00f0001, /* dcl_psize o1 */ |
| 0x03000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ |
| 0x04000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ |
| 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ |
| 0x04000004, 0xe00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad o0, v0.w, c3, r0 */ |
| 0x02000001, 0xe00f0001, 0x90000001, /* mov o1, v1.x */ |
| 0x0000ffff |
| }; |
| static const DWORD pshader3_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */ |
| 0x0200001f, 0x80010005, 0x900f0001, /* dcl_texcoord1 v1 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ |
| 0x03000042, 0x800f0000, 0x90e40000, 0xa0e40800, /* texld r0, v0, s0 */ |
| 0x03000042, 0x800f0001, 0x90e40001, 0xa0e40801, /* texld r1, v1, s1 */ |
| 0x03000002, 0x800f0800, 0x80e40000, 0x80e40001, /* add oC0, r0, r1 */ |
| 0x0000ffff |
| }; |
| static const DWORD pshader3_zw_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */ |
| 0x0200001f, 0x80010005, 0x900f0001, /* dcl_texcoord1 v1 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ |
| 0x03000042, 0x800f0000, 0x90fe0000, 0xa0e40800, /* texld r0, v0.zw, s0 */ |
| 0x03000042, 0x800f0001, 0x90fe0001, 0xa0e40801, /* texld r1, v1.zw, s1 */ |
| 0x03000002, 0x800f0800, 0x80e40000, 0x80e40001, /* add oC0, r0, r1 */ |
| 0x0000ffff |
| }; |
| static const struct test_shader |
| { |
| DWORD version; |
| const DWORD *code; |
| } |
| novs = {0, NULL}, |
| vs1 = {D3DVS_VERSION(1, 1), vshader_code}, |
| vs1_psize = {D3DVS_VERSION(1, 1), vshader_psize_code}, |
| vs3 = {D3DVS_VERSION(3, 0), vshader3_code}, |
| vs3_psize = {D3DVS_VERSION(3, 0), vshader3_psize_code}, |
| nops = {0, NULL}, |
| ps1 = {D3DPS_VERSION(1, 1), pshader_code}, |
| ps2 = {D3DPS_VERSION(2, 0), pshader2_code}, |
| ps2_zw = {D3DPS_VERSION(2, 0), pshader2_zw_code}, |
| ps3 = {D3DPS_VERSION(3, 0), pshader3_code}, |
| ps3_zw = {D3DVS_VERSION(3, 0), pshader3_zw_code}; |
| static const struct |
| { |
| const struct test_shader *vs; |
| const struct test_shader *ps; |
| DWORD accepted_fvf; |
| unsigned int nonscaled_size, scaled_size; |
| BOOL gives_0_0_texcoord; |
| BOOL allow_broken; |
| } |
| test_setups[] = |
| { |
| {&novs, &nops, D3DFVF_XYZ, 32, 45, FALSE, FALSE}, |
| {&vs1, &ps1, D3DFVF_XYZ, 32, 32, FALSE, FALSE}, |
| {&novs, &ps1, D3DFVF_XYZ, 32, 45, FALSE, FALSE}, |
| {&vs1, &nops, D3DFVF_XYZ, 32, 32, FALSE, FALSE}, |
| {&novs, &ps2, D3DFVF_XYZ, 32, 45, FALSE, TRUE}, |
| {&novs, &ps2_zw, D3DFVF_XYZ, 32, 45, TRUE, FALSE}, |
| {&vs1, &ps2, D3DFVF_XYZ, 32, 32, FALSE, TRUE}, |
| {&vs1, &ps2_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE}, |
| {&vs3, &ps3, D3DFVF_XYZ, 32, 32, FALSE, TRUE}, |
| {&vs3, &ps3_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE}, |
| {&novs, &nops, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 33, FALSE, FALSE}, |
| {&vs1_psize, &ps1, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, FALSE}, |
| {&vs3_psize, &ps3, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, TRUE}, |
| }; |
| static const struct |
| { |
| BOOL zero_size; |
| BOOL scale; |
| BOOL override_min; |
| DWORD fvf; |
| const void *vertex_data; |
| unsigned int vertex_size; |
| } |
| tests[] = |
| { |
| {FALSE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, |
| {FALSE, TRUE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, |
| {FALSE, FALSE, TRUE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, |
| {TRUE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, |
| {FALSE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)}, |
| {FALSE, TRUE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_scaled, sizeof(vertex_pointsize_scaled)}, |
| {FALSE, FALSE, TRUE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)}, |
| {TRUE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_zero, sizeof(vertex_pointsize_zero)}, |
| }; |
| /* Transforms the coordinate system [-1.0;1.0]x[1.0;-1.0] to |
| * [0.0;0.0]x[640.0;480.0]. Z is untouched. */ |
| D3DMATRIX matrix = |
| {{{ |
| 2.0f / 640.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, -2.0f / 480.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| -1.0f, 1.0f, 0.0f, 1.0f, |
| }}}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); |
| if(caps.MaxPointSize < 32.0) { |
| skip("MaxPointSize < 32.0, skipping(MaxPointsize = %f)\n", caps.MaxPointSize); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| ptsize = 15.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| ptsize = 31.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| ptsize = 30.75f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| if (caps.MaxPointSize >= 63.0f) |
| { |
| ptsize = 63.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| ptsize = 62.75f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| |
| ptsize = 1.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig); |
| ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *)&ptsizemin_orig); |
| ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); |
| |
| /* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */ |
| ptsize = 15.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| ptsize = 1.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsizemax_orig); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| /* pointsize < pointsize_min < pointsize_max? |
| * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */ |
| ptsize = 1.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| ptsize = 15.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n"); |
| ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n"); |
| ok(point_match(device, 192, 64, 15), "point_match(192, 64, 15) failed, expected point size 31.\n"); |
| |
| if (caps.MaxPointSize >= 63.0) |
| { |
| ok(point_match(device, 256, 64, 31), "point_match(256, 64, 31) failed, expected point size 63.\n"); |
| ok(point_match(device, 384, 64, 31), "point_match(384, 64, 31) failed, expected point size 63.\n"); |
| } |
| |
| ok(point_match(device, 320, 64, 0), "point_match(320, 64, 0) failed, expected point size 1.\n"); |
| /* ptsize = 15, ptsize_max = 1 --> point has size 1 */ |
| ok(point_match(device, 448, 64, 0), "point_match(448, 64, 0) failed, expected point size 1.\n"); |
| /* ptsize = 1, ptsize_max = default(64), ptsize_min = 15 --> point has size 15 */ |
| ok(point_match(device, 512, 64, 7), "point_match(512, 64, 7) failed, expected point size 15.\n"); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* The following code tests point sprites with two textures, to see if each texture coordinate unit |
| * generates texture coordinates for the point(result: Yes, it does) |
| * |
| * However, not all GL implementations support point sprites(they need GL_ARB_point_sprite), but there |
| * is no point sprite cap bit in d3d because native d3d software emulates point sprites. Until the |
| * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them. |
| */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture9_LockRect(tex1, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); |
| memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); |
| hr = IDirect3DTexture9_UnlockRect(tex1, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture9_LockRect(tex2, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); |
| memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); |
| hr = IDirect3DTexture9_UnlockRect(tex2, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); |
| ptsize = 32.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 64-4, 64-4); |
| ok(color == 0x00ff0000, "pSprite: Pixel (64-4),(64-4) has color 0x%08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 64-4, 64+4); |
| ok(color == 0x00000000, "pSprite: Pixel (64-4),(64+4) has color 0x%08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 64+4, 64+4); |
| ok(color == 0x0000ff00, "pSprite: Pixel (64+4),(64+4) has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 64+4, 64-4); |
| ok(color == 0x00ffff00, "pSprite: Pixel (64+4),(64-4) has color 0x%08x, expected 0x00ffff00\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| U(matrix).m[0][0] = 1.0f / 64.0f; |
| U(matrix).m[1][1] = -1.0f / 64.0f; |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); |
| ok(SUCCEEDED(hr), "SetTransform failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL ); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_A, *(DWORD *)&a); |
| ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_B, *(DWORD *)&b); |
| ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c); |
| ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, &S(U(matrix))._11, 4); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#x.\n", hr); |
| } |
| |
| if (caps.MaxPointSize < 63.0f) |
| { |
| skip("MaxPointSize %f < 63.0, skipping some tests.\n", caps.MaxPointSize); |
| goto cleanup; |
| } |
| |
| for (i = 0; i < sizeof(test_setups) / sizeof(test_setups[0]); ++i) |
| { |
| if (caps.VertexShaderVersion < test_setups[i].vs->version |
| || caps.PixelShaderVersion < test_setups[i].ps->version) |
| { |
| skip("Vertex / pixel shader version not supported, skipping test.\n"); |
| continue; |
| } |
| if (test_setups[i].vs->code) |
| { |
| hr = IDirect3DDevice9_CreateVertexShader(device, test_setups[i].vs->code, &vs); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); |
| } |
| else |
| { |
| vs = NULL; |
| } |
| if (test_setups[i].ps->code) |
| { |
| hr = IDirect3DDevice9_CreatePixelShader(device, test_setups[i].ps->code, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); |
| } |
| else |
| { |
| ps = NULL; |
| } |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j) |
| { |
| BOOL allow_broken = test_setups[i].allow_broken; |
| unsigned int size = tests[j].override_min ? 63 : tests[j].zero_size ? 0 : tests[j].scale |
| ? test_setups[i].scaled_size : test_setups[i].nonscaled_size; |
| |
| if (test_setups[i].accepted_fvf != tests[j].fvf) |
| continue; |
| |
| ptsize = tests[j].zero_size ? 0.0f : 32.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#x.\n", hr); |
| |
| ptsize = tests[j].override_min ? 63.0f : tests[j].zero_size ? 0.0f : ptsizemin_orig; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALEENABLE, tests[j].scale); |
| ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, tests[j].fvf); |
| ok(SUCCEEDED(hr), "Failed setting FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, |
| tests[j].vertex_data, tests[j].vertex_size); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, &rect, backbuffer, &rect, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "Failed to blit, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| if (tests[j].zero_size) |
| { |
| /* Technically 0 pointsize is undefined in OpenGL but in practice it seems like |
| * it does the "useful" thing on all the drivers I tried. */ |
| /* On WARP it does draw some pixels, most of the time. */ |
| color = getPixelColor(device, 64, 64); |
| ok(color_match(color, 0x0000ffff, 0) |
| || broken(color_match(color, 0x00ff0000, 0)) |
| || broken(color_match(color, 0x00ffff00, 0)) |
| || broken(color_match(color, 0x00000000, 0)) |
| || broken(color_match(color, 0x0000ff00, 0)), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| } |
| else |
| { |
| /* On AMD apparently only the first texcoord is modified by the point coordinates |
| * when using SM2/3 pixel shaders. */ |
| color = getPixelColor(device, 64 - size / 2 + 1, 64 - size / 2 + 1); |
| ok(color_match(color, 0x00ff0000, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = getPixelColor(device, 64 + size / 2 - 1, 64 - size / 2 + 1); |
| ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x00ffff00, 0) |
| || (allow_broken && broken(color_match(color, 0x00ff0000, 0))), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = getPixelColor(device, 64 - size / 2 + 1, 64 + size / 2 - 1); |
| ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x00000000, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = getPixelColor(device, 64 + size / 2 - 1, 64 + size / 2 - 1); |
| ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x0000ff00, 0) |
| || (allow_broken && broken(color_match(color, 0x00000000, 0))), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| |
| color = getPixelColor(device, 64 - size / 2 - 1, 64 - size / 2 - 1); |
| ok(color_match(color, 0x0000ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = getPixelColor(device, 64 + size / 2 + 1, 64 - size / 2 - 1); |
| ok(color_match(color, 0x0000ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = getPixelColor(device, 64 - size / 2 - 1, 64 + size / 2 + 1); |
| ok(color_match(color, 0x0000ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = getPixelColor(device, 64 + size / 2 + 1, 64 + size / 2 + 1); |
| ok(color_match(color, 0x0000ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| } |
| } |
| IDirect3DDevice9_SetVertexShader(device, NULL); |
| IDirect3DDevice9_SetPixelShader(device, NULL); |
| if (vs) |
| IDirect3DVertexShader9_Release(vs); |
| if (ps) |
| IDirect3DVertexShader9_Release(ps); |
| } |
| |
| cleanup: |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DSurface9_Release(rt); |
| |
| IDirect3DTexture9_Release(tex1); |
| IDirect3DTexture9_Release(tex2); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void multiple_rendertargets_test(void) |
| { |
| IDirect3DSurface9 *surf1, *surf2, *backbuf, *readback; |
| IDirect3DPixelShader9 *ps1, *ps2; |
| IDirect3DTexture9 *tex1, *tex2; |
| IDirect3DVertexShader9 *vs; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| UINT i, j; |
| |
| static const DWORD vshader_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD pshader_code1[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ |
| 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD pshader_code2[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ |
| 0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0.0, 0.0, 1.0, 0.0 */ |
| 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ |
| 0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| static const float texquad[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| |
| 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.NumSimultaneousRTs < 2) |
| { |
| skip("Only 1 simultaneous render target supported, skipping MRT test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No shader model 3 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 16, 16, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); |
| ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vs); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code1, &ps1); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code2, &ps2); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), |
| "Expected color 0x000000ff, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), |
| "Expected color 0x000000ff, got 0x%08x.\n", color); |
| |
| /* Render targets not written by the pixel shader should be unmodified. */ |
| hr = IDirect3DDevice9_SetPixelShader(device, ps1); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), |
| "Expected color 0xff00ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| for (i = 6; i < 10; ++i) |
| { |
| for (j = 6; j < 10; ++j) |
| { |
| color = getPixelColorFromSurface(readback, j, i); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), |
| "Expected color 0xff0000ff, got 0x%08x at %u, %u.\n", color, j, i); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps2); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 240); |
| ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 240); |
| ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DPixelShader9_Release(ps2); |
| IDirect3DPixelShader9_Release(ps1); |
| IDirect3DVertexShader9_Release(vs); |
| IDirect3DTexture9_Release(tex1); |
| IDirect3DTexture9_Release(tex2); |
| IDirect3DSurface9_Release(surf1); |
| IDirect3DSurface9_Release(surf2); |
| IDirect3DSurface9_Release(backbuf); |
| IDirect3DSurface9_Release(readback); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void pixelshader_blending_test(void) |
| { |
| IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; |
| IDirect3DTexture9 *offscreenTexture = NULL; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| int fmt_index; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| const char *fmtName; |
| D3DFORMAT textureFormat; |
| D3DCOLOR resultColorBlending; |
| D3DCOLOR resultColorNoBlending; |
| } |
| test_formats[] = |
| { |
| {"D3DFMT_G16R16", D3DFMT_G16R16, 0x001818ff, 0x002010ff}, |
| {"D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff}, |
| {"D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001818ff, 0x002010ff}, |
| {"D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00181800, 0x00201000}, |
| {"D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff}, |
| {"D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001818ff, 0x002010ff}, |
| {"D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00181800, 0x00201000}, |
| }; |
| 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}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| /* Quad with R=0x10, G=0x20 */ |
| quad1[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x80102000}, |
| {{-1.0f, 1.0f, 0.1f}, 0x80102000}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x80102000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0x80102000}, |
| }, |
| /* Quad with R=0x20, G=0x10 */ |
| quad2[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x80201000}, |
| {{-1.0f, 1.0f, 0.1f}, 0x80201000}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x80201000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0x80201000}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| |
| for (fmt_index = 0; fmt_index < sizeof(test_formats) / sizeof(*test_formats); ++fmt_index) |
| { |
| D3DFORMAT fmt = test_formats[fmt_index].textureFormat; |
| |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt) != D3D_OK) |
| { |
| skip("%s textures not supported as render targets.\n", test_formats[fmt_index].fmtName); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); |
| if(!offscreenTexture) { |
| continue; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); |
| if(!offscreen) { |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| /* Below we will draw two quads with different colors and try to blend |
| * them together. The result color is compared with the expected |
| * outcome. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| /* Draw a quad using color 0x0010200. */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* Draw a quad using color 0x0020100. */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* We don't want to blend the result on the backbuffer. */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| /* Prepare rendering the 'blended' texture quad to the backbuffer. */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| /* This time with the texture. */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK) |
| { |
| /* Compare the color of the center quad with our expectation. */ |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, test_formats[fmt_index].resultColorBlending, 1), |
| "Offscreen failed for %s: Got color 0x%08x, expected 0x%08x.\n", |
| test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending); |
| } |
| else |
| { |
| /* No pixel shader blending is supported so expect garbage. The |
| * type of 'garbage' depends on the driver version and OS. E.g. on |
| * G16R16 ATI reports (on old r9600 drivers) 0x00ffffff and on |
| * modern ones 0x002010ff which is also what NVIDIA reports. On |
| * Vista NVIDIA seems to report 0x00ffffff on Geforce7 cards. */ |
| color = getPixelColor(device, 320, 240); |
| ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), |
| "Offscreen failed for %s: Got unexpected color 0x%08x, expected no color blending.\n", |
| test_formats[fmt_index].fmtName, color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DDevice9_SetTexture(device, 0, NULL); |
| if(offscreenTexture) { |
| IDirect3DTexture9_Release(offscreenTexture); |
| } |
| if(offscreen) { |
| IDirect3DSurface9_Release(offscreen); |
| } |
| } |
| |
| IDirect3DSurface9_Release(backbuffer); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void tssargtemp_test(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x00ff0000}, |
| {{-1.0f, 1.0f, 0.1f}, 0x00ff0000}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0x00ff0000}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr); |
| if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { |
| skip("D3DPMISCCAPS_TSSARGTEMP not supported\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_TEMP); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG1, D3DTA_CURRENT); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG2, D3DTA_TEMP); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffff00, "TSSARGTEMP test returned color 0x%08x, expected 0x00ffff00\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| /* Drawing Indexed Geometry with instances*/ |
| static void stream_test(void) |
| { |
| IDirect3DVertexDeclaration9 *pDecl = NULL; |
| IDirect3DVertexShader9 *shader = NULL; |
| IDirect3DVertexBuffer9 *vb3 = NULL; |
| IDirect3DVertexBuffer9 *vb2 = NULL; |
| IDirect3DVertexBuffer9 *vb = NULL; |
| IDirect3DIndexBuffer9 *ib = NULL; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| unsigned i; |
| HRESULT hr; |
| BYTE *data; |
| DWORD ind; |
| |
| static const struct testdata |
| { |
| DWORD idxVertex; /* number of instances in the first stream */ |
| DWORD idxColor; /* number of instances in the second stream */ |
| DWORD idxInstance; /* should be 1 ?? */ |
| DWORD color1; /* color 1 instance */ |
| DWORD color2; /* color 2 instance */ |
| DWORD color3; /* color 3 instance */ |
| DWORD color4; /* color 4 instance */ |
| WORD strVertex; /* specify which stream to use 0-2*/ |
| WORD strColor; |
| WORD strInstance; |
| } |
| testcases[]= |
| { |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 0 */ |
| {3, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 1 */ |
| {2, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 2 */ |
| {1, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 3 */ |
| {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 4 */ |
| {4, 2, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 5 */ |
| {4, 1, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 6 */ |
| {4, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 7 */ |
| {3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 8 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /* 9 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 10 */ |
| {4, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1}, /* 11 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 12 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 2, 3}, /* 13 */ |
| #if 0 |
| /* This draws one instance on some machines, no instance on others. */ |
| {0, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 14 */ |
| /* This case is handled in a stand alone test, |
| * SetStreamSourceFreq(0, (D3DSTREAMSOURCE_INSTANCEDATA | 1)) has to |
| * return D3DERR_INVALIDCALL. */ |
| {4, 4, 1, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 1, 0}, /* 15 */ |
| #endif |
| }; |
| static const DWORD shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x0000001f, 0x80000005, 0x900f0002, /* dcl_texcoord v2 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x00000002, 0xc00f0000, 0x80e40000, 0x90e40002, /* add oPos, r0, v2 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff |
| }; |
| static const float quad[][3] = |
| { |
| {-0.5f, -0.5f, 1.1f}, /*0 */ |
| {-0.5f, 0.5f, 1.1f}, /*1 */ |
| { 0.5f, -0.5f, 1.1f}, /*2 */ |
| { 0.5f, 0.5f, 1.1f}, /*3 */ |
| }; |
| static const float vertcolor[][4] = |
| { |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*0 */ |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*1 */ |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*2 */ |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*3 */ |
| }; |
| /* 4 position for 4 instances */ |
| static const float instancepos[][3] = |
| { |
| {-0.6f,-0.6f, 0.0f}, |
| { 0.6f,-0.6f, 0.0f}, |
| { 0.6f, 0.6f, 0.0f}, |
| {-0.6f, 0.6f, 0.0f}, |
| }; |
| static const short indices[] = {0, 1, 2, 2, 1, 3}; |
| D3DVERTEXELEMENT9 decl[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| {2, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) |
| { |
| skip("No vs_3_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| /* set the default value because it isn't done in wine? */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* check for D3DSTREAMSOURCE_INDEXEDDATA at stream0 */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, (D3DSTREAMSOURCE_INSTANCEDATA | 1)); |
| ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* check wrong cases */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 0); |
| ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == 1, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == 2, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INDEXEDDATA | 0)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == (D3DSTREAMSOURCE_INDEXEDDATA | 0), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | 0)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA | 0)); |
| ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* set the default value back */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* create all VertexBuffers*/ |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &vb, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if(!vb) { |
| skip("Failed to create a vertex buffer\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(vertcolor), 0, 0, D3DPOOL_MANAGED, &vb2, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if(!vb2) { |
| skip("Failed to create a vertex buffer\n"); |
| goto out; |
| } |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(instancepos), 0, 0, D3DPOOL_MANAGED, &vb3, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if(!vb3) { |
| skip("Failed to create a vertex buffer\n"); |
| goto out; |
| } |
| |
| /* create IndexBuffer*/ |
| hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr); |
| if(!ib) { |
| skip("Failed to create an index buffer\n"); |
| goto out; |
| } |
| |
| /* copy all Buffers (Vertex + Index)*/ |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad, sizeof(quad)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(vertcolor), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, vertcolor, sizeof(vertcolor)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb2); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb3, 0, sizeof(instancepos), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, instancepos, sizeof(instancepos)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb3); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, indices, sizeof(indices)); |
| hr = IDirect3DIndexBuffer9_Unlock(ib); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); |
| |
| /* create VertexShader */ |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| if(!shader) { |
| skip("Failed to create a vetex shader\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetIndices(device, ib); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); |
| |
| /* run all tests */ |
| for( i = 0; i < sizeof(testcases)/sizeof(testcases[0]); ++i) |
| { |
| struct testdata act = testcases[i]; |
| decl[0].Stream = act.strVertex; |
| decl[1].Stream = act.strColor; |
| decl[2].Stream = act.strInstance; |
| /* create VertexDeclarations */ |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl, &pDecl); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl); |
| ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, |
| (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex)); |
| ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor, |
| (D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor)); |
| ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance, |
| (D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance)); |
| ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0])); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* set all StreamSource && StreamSourceFreq back to default */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1); |
| ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1); |
| ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1); |
| ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0); |
| ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); |
| |
| hr = IDirect3DVertexDeclaration9_Release(pDecl); |
| ok(hr == D3D_OK, "IDirect3DVertexDeclaration9_Release failed with %08x (case %i)\n", hr, i); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == act.color1, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color1, i); |
| color = getPixelColor(device, 480, 360); |
| ok(color == act.color2, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color2, i); |
| color = getPixelColor(device, 480, 120); |
| ok(color == act.color3, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color3, i); |
| color = getPixelColor(device, 160, 120); |
| ok(color == act.color4, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color4, i); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x (case %i)\n", hr, i); |
| } |
| |
| out: |
| if(vb) IDirect3DVertexBuffer9_Release(vb); |
| if(vb2)IDirect3DVertexBuffer9_Release(vb2); |
| if(vb3)IDirect3DVertexBuffer9_Release(vb3); |
| if(ib)IDirect3DIndexBuffer9_Release(ib); |
| if(shader)IDirect3DVertexShader9_Release(shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void np2_stretch_rect_test(void) |
| { |
| IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL; |
| IDirect3DTexture9 *dsttex = NULL; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const D3DRECT r1 = {0, 0, 50, 50 }; |
| static const D3DRECT r2 = {50, 0, 100, 50 }; |
| static const D3DRECT r3 = {50, 50, 100, 100}; |
| static const D3DRECT r4 = {0, 50, 50, 100}; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL ); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); |
| |
| if(!src || !dsttex) { |
| skip("One or more test resources could not be created\n"); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Clear the StretchRect destination for debugging */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, src); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Stretchrect before setting the render target back to the backbuffer. This will make Wine use |
| * the target -> texture GL blit path |
| */ |
| hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| IDirect3DSurface9_Release(dst); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| cleanup: |
| if(src) IDirect3DSurface9_Release(src); |
| if(backbuffer) IDirect3DSurface9_Release(backbuffer); |
| if(dsttex) IDirect3DTexture9_Release(dsttex); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void texop_test(void) |
| { |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DTexture9 *texture = NULL; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| unsigned i; |
| |
| static const struct { |
| float x, y, z; |
| float s, t; |
| D3DCOLOR diffuse; |
| } quad[] = { |
| {-1.0f, -1.0f, 0.1f, -1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, |
| {-1.0f, 1.0f, 0.1f, -1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)} |
| }; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| |
| 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, "DOTPRODUCT3", 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)}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); |
| hr = IDirect3DTexture9_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 = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| } |
| |
| IDirect3DTexture9_Release(texture); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void yuv_color_test(void) |
| { |
| HRESULT hr; |
| IDirect3DSurface9 *surface, *target; |
| unsigned int i; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| D3DFORMAT skip_once = D3DFMT_UNKNOWN; |
| IDirect3DDevice9 *device; |
| D3DSURFACE_DESC desc; |
| ULONG refcount; |
| HWND window; |
| |
| static const struct |
| { |
| DWORD in; |
| D3DFORMAT format; |
| const char *fmt_string; |
| D3DCOLOR left, right; |
| } |
| test_data[] = |
| { |
| {0x00000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x00008700}, |
| {0xff000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x004bff1c}, |
| {0x00ff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00b30000}, |
| {0x0000ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x00008700}, |
| {0x000000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x000030e1}, |
| {0xffff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00ffd01c}, |
| {0xff00ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x004bff1c}, |
| {0xff0000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x004bffff}, |
| {0x00ffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00b30000}, |
| {0x00ff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00b300e1}, |
| {0x0000ffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bffff, 0x001030e1}, |
| {0xffffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00ffd01c}, |
| {0xffff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00ff79ff}, |
| {0xffffffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff79ff, 0x00ff79ff}, |
| {0x4cff4c54, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff0000, 0x00ff0000}, |
| {0x00800080, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00000000, 0x00000000}, |
| {0xff80ff80, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffffff, 0x00ffffff}, |
| {0x1c6b1cff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000000fd, 0x000000fd}, |
| |
| {0x00000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x00008700}, |
| {0xff000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00b30000}, |
| {0x00ff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x004bff1c}, |
| {0x0000ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x000030e1}, |
| {0x000000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x00008700}, |
| {0xffff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00ffd01c}, |
| {0xff00ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00b300e1}, |
| {0xff0000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00b30000}, |
| {0x00ffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x004bffff}, |
| {0x00ff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x004bff1c}, |
| {0x0000ffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bffff, 0x000030e1}, |
| {0xffffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00ff79ff}, |
| {0xffff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00ffd01c}, |
| {0xffffffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff79ff, 0x00ff79ff}, |
| {0x4cff4c54, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000b8b00, 0x00b6ffa3}, |
| {0x00800080, D3DFMT_YUY2, "D3DFMT_YUY2", 0x0000ff00, 0x0000ff00}, |
| {0xff80ff80, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff00ff, 0x00ff00ff}, |
| {0x1c6b1cff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x006dff45, 0x0000d500}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DSurface9_GetDesc(target, &desc); |
| ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++) |
| { |
| /* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect. |
| * Thus use StretchRect to draw the YUV surface onto the screen instead of drawPrimitive. */ |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, test_data[i].format))) |
| { |
| if (skip_once != test_data[i].format) |
| { |
| skip("%s is not supported.\n", test_data[i].fmt_string); |
| skip_once = test_data[i].format; |
| } |
| continue; |
| } |
| if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0, |
| D3DDEVTYPE_HAL, test_data[i].format, desc.Format))) |
| { |
| if (skip_once != test_data[i].format) |
| { |
| skip("Driver cannot blit %s surfaces.\n", test_data[i].fmt_string); |
| skip_once = test_data[i].format; |
| } |
| continue; |
| } |
| |
| /* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1. |
| * However, Nvidia Windows drivers have problems with 2x1 YUY2/UYVY surfaces, so use a 4x1 surface and |
| * fill the second block with dummy data. If the surface has a size of 2x1, those drivers ignore the |
| * second luminance value, resulting in an incorrect color in the right pixel. */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 4, 1, test_data[i].format, |
| D3DPOOL_DEFAULT, &surface, NULL); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); |
| |
| |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); |
| ((DWORD *)lr.pBits)[0] = test_data[i].in; |
| ((DWORD *)lr.pBits)[1] = 0x00800080; |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to draw surface onto backbuffer, hr %#x.\n", hr); |
| |
| /* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering |
| * although we asked for point filtering. Be careful when reading the results and use the pixel |
| * centers. In the future we may want to add tests for the filtered pixels as well. |
| * |
| * Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors |
| * vastly differently, so we need a max diff of 18. */ |
| color = getPixelColor(device, 1, 240); |
| ok(color_match(color, test_data[i].left, 18), |
| "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s.\n", |
| test_data[i].in, color, test_data[i].left, test_data[i].fmt_string); |
| color = getPixelColor(device, 318, 240); |
| ok(color_match(color, test_data[i].right, 18), |
| "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s.\n", |
| test_data[i].in, color, test_data[i].right, test_data[i].fmt_string); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(surface); |
| } |
| |
| IDirect3DSurface9_Release(target); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void yuv_layout_test(void) |
| { |
| HRESULT hr; |
| IDirect3DSurface9 *surface, *target; |
| unsigned int fmt, i, x, y; |
| D3DFORMAT format; |
| const char *fmt_string; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| DWORD ref_color; |
| BYTE *buf, *chroma_buf, *u_buf, *v_buf; |
| UINT width = 20, height = 16; |
| IDirect3DDevice9 *device; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| D3DSURFACE_DESC desc; |
| HWND window; |
| |
| static const struct |
| { |
| DWORD color1, color2; |
| DWORD rgb1, rgb2; |
| } |
| test_data[] = |
| { |
| { 0x000000, 0xffffff, 0x00008800, 0x00ff7dff }, |
| { 0xff0000, 0x00ffff, 0x004aff14, 0x00b800ee }, |
| { 0x00ff00, 0xff00ff, 0x000024ee, 0x00ffe114 }, |
| { 0x0000ff, 0xffff00, 0x00b80000, 0x004affff }, |
| { 0xffff00, 0x0000ff, 0x004affff, 0x00b80000 }, |
| { 0xff00ff, 0x00ff00, 0x00ffe114, 0x000024ee }, |
| { 0x00ffff, 0xff0000, 0x00b800ee, 0x004aff14 }, |
| { 0xffffff, 0x000000, 0x00ff7dff, 0x00008800 }, |
| }; |
| |
| static const struct |
| { |
| D3DFORMAT format; |
| const char *str; |
| } |
| formats[] = |
| { |
| { D3DFMT_UYVY, "D3DFMT_UYVY", }, |
| { D3DFMT_YUY2, "D3DFMT_YUY2", }, |
| { MAKEFOURCC('Y','V','1','2'), "D3DFMT_YV12", }, |
| { MAKEFOURCC('N','V','1','2'), "D3DFMT_NV12", }, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2 |
| && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) |
| { |
| skip("No NP2 texture support, skipping YUV texture layout test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %#x.\n", hr); |
| hr = IDirect3DSurface9_GetDesc(target, &desc); |
| ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); |
| |
| for (fmt = 0; fmt < sizeof(formats) / sizeof(formats[0]); fmt++) |
| { |
| format = formats[fmt].format; |
| fmt_string = formats[fmt].str; |
| |
| /* Some (all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in |
| * StretchRect. Thus use StretchRect to draw the YUV surface onto the screen instead |
| * of drawPrimitive. */ |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_SURFACE, format) != D3D_OK) |
| { |
| skip("%s is not supported.\n", fmt_string); |
| continue; |
| } |
| if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0, |
| D3DDEVTYPE_HAL, format, desc.Format))) |
| { |
| skip("Driver cannot blit %s surfaces.\n", fmt_string); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format, D3DPOOL_DEFAULT, &surface, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++) |
| { |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %#x.\n", hr); |
| buf = lr.pBits; |
| chroma_buf = buf + lr.Pitch * height; |
| if (format == MAKEFOURCC('Y','V','1','2')) |
| { |
| v_buf = chroma_buf; |
| u_buf = chroma_buf + height / 2 * lr.Pitch/2; |
| } |
| /* Draw the top left quarter of the screen with color1, the rest with color2 */ |
| for (y = 0; y < height; y++) |
| { |
| for (x = 0; x < width; x += 2) |
| { |
| DWORD color = (x < width / 2 && y < height / 2) ? test_data[i].color1 : test_data[i].color2; |
| BYTE Y = (color >> 16) & 0xff; |
| BYTE U = (color >> 8) & 0xff; |
| BYTE V = (color >> 0) & 0xff; |
| if (format == D3DFMT_UYVY) |
| { |
| buf[y * lr.Pitch + 2 * x + 0] = U; |
| buf[y * lr.Pitch + 2 * x + 1] = Y; |
| buf[y * lr.Pitch + 2 * x + 2] = V; |
| buf[y * lr.Pitch + 2 * x + 3] = Y; |
| } |
| else if (format == D3DFMT_YUY2) |
| { |
| buf[y * lr.Pitch + 2 * x + 0] = Y; |
| buf[y * lr.Pitch + 2 * x + 1] = U; |
| buf[y * lr.Pitch + 2 * x + 2] = Y; |
| buf[y * lr.Pitch + 2 * x + 3] = V; |
| } |
| else if (format == MAKEFOURCC('Y','V','1','2')) |
| { |
| buf[y * lr.Pitch + x + 0] = Y; |
| buf[y * lr.Pitch + x + 1] = Y; |
| u_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = U; |
| v_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = V; |
| } |
| else if (format == MAKEFOURCC('N','V','1','2')) |
| { |
| buf[y * lr.Pitch + x + 0] = Y; |
| buf[y * lr.Pitch + x + 1] = Y; |
| chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 0] = U; |
| chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 1] = V; |
| } |
| } |
| } |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %#x.\n", hr); |
| |
| /* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering |
| * although we asked for point filtering. To prevent running into precision problems, read at points |
| * with some margin within each quadrant. |
| * |
| * Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors |
| * vastly differently, so we need a max diff of 18. */ |
| for (y = 0; y < 4; y++) |
| { |
| for (x = 0; x < 4; x++) |
| { |
| UINT xcoord = (1 + 2 * x) * 640 / 8; |
| UINT ycoord = (1 + 2 * y) * 480 / 8; |
| ref_color = (y < 2 && x < 2) ? test_data[i].rgb1 : test_data[i].rgb2; |
| color = getPixelColor(device, xcoord, ycoord); |
| ok(color_match(color, ref_color, 18), |
| "Format %s: Got color %#x for pixel (%d/%d)/(%d/%d), pixel %d %d, expected %#x.\n", |
| fmt_string, color, x, 4, y, 4, xcoord, ycoord, ref_color); |
| } |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| ok(SUCCEEDED(hr), "Present failed with %#x.\n", hr); |
| } |
| IDirect3DSurface9_Release(surface); |
| } |
| |
| IDirect3DSurface9_Release(target); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void texop_range_test(void) |
| { |
| IDirect3DTexture9 *texture; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| float x, y, z; |
| D3DCOLOR diffuse; |
| } |
| quad[] = |
| { |
| {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, |
| {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, |
| { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, |
| { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)} |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| /* We need ADD and SUBTRACT operations */ |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); |
| if (!(caps.TextureOpCaps & D3DTEXOPCAPS_ADD)) |
| { |
| skip("D3DTOP_ADD is not supported, skipping value range test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| if (!(caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)) |
| { |
| skip("D3DTEXOPCAPS_SUBTRACT is not supported, skipping value range test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| /* Stage 1: result = diffuse(=1.0) + diffuse |
| * stage 2: result = result - tfactor(= 0.5) |
| */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SUBTRACT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear device, hr %#x.\n\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00808080, 1), "texop Range > 1.0 returned 0x%08x, expected 0x00808080\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00); |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| |
| /* Stage 1: result = texture(=0.0) - tfactor(= 0.5) |
| * stage 2: result = result + diffuse(1.0) |
| */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SUBTRACT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ffffff, 1), "texop Range < 0.0 returned 0x%08x, expected 0x00ffffff\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void alphareplicate_test(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x80ff00ff}, |
| {{-1.0f, 1.0f, 0.1f}, 0x80ff00ff}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x80ff00ff}, |
| {{ 1.0f, 1.0f, 0.1f}, 0x80ff00ff}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00808080, 1), "alphareplicate test 0x%08x, expected 0x00808080\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void dp3_alpha_test(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x408080c0}, |
| {{-1.0f, 1.0f, 0.1f}, 0x408080c0}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x408080c0}, |
| {{ 1.0f, 1.0f, 0.1f}, 0x408080c0}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)) |
| { |
| skip("D3DTOP_DOTPRODUCT3 not supported\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| |
| /* dp3_x4 r0, diffuse_bias, tfactor_bias |
| * mov r0.a, diffuse.a |
| * mov r0, r0.a |
| * |
| * It turns out that the 2nd line is ignored, and the dp3 result written into r0.a instead |
| * thus with input vec4(0.5, 0.5, 0.75, 0.25) and vec4(1.0, 1.0, 1.0, 1.0) the result is |
| * (0.0 * 0.5 + 0.0 * 0.5 + 0.25 * 0.5) * 4 = 0.125 * 4 = 0.5, with a bunch of inprecision. |
| */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT | D3DTA_ALPHAREPLICATE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xffffffff); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00808080, 4), "dp3 alpha test 0x%08x, expected 0x00808080\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void zwriteenable_test(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad1[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0x00ff0000}, |
| {{-1.0f, 1.0f, 0.1f}, 0x00ff0000}, |
| {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0x00ff0000}, |
| }, |
| quad2[] = |
| { |
| {{-1.0f, -1.0f, 0.9f}, 0x0000ff00}, |
| {{-1.0f, 1.0f, 0.9f}, 0x0000ff00}, |
| {{ 1.0f, -1.0f, 0.9f}, 0x0000ff00}, |
| {{ 1.0f, 1.0f, 0.9f}, 0x0000ff00}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| /* The Z buffer is filled with 1.0. Draw a red quad with z = 0.1, |
| * zenable = D3DZB_FALSE, zwriteenable = TRUE. The red color is written |
| * because the z test is disabled. The question is whether the z = 0.1 |
| * values are written into the Z buffer. After the draw, set |
| * zenable = TRUE and draw a green quad at z = 0.9. If the values are |
| * written, the z test will fail(0.9 > 0.1) and the red color remains. If |
| * the values are not written, the z test succeeds(0.9 < 1.0) and the |
| * green color is written. It turns out that the screen is green, so |
| * zenable = D3DZB_FALSE and zwriteenable = TRUE does NOT write to the z |
| * buffer. */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "zwriteenable test returned 0x%08x, expected 0x0000ff00\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void alphatest_test(void) |
| { |
| #define ALPHATEST_PASSED 0x0000ff00 |
| #define ALPHATEST_FAILED 0x00ff0000 |
| IDirect3DDevice9 *device; |
| unsigned int i, j; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| D3DCMPFUNC func; |
| D3DCOLOR color_less; |
| D3DCOLOR color_equal; |
| D3DCOLOR color_greater; |
| } |
| testdata[] = |
| { |
| {D3DCMP_NEVER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_FAILED}, |
| {D3DCMP_LESS, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_FAILED}, |
| {D3DCMP_EQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_FAILED}, |
| {D3DCMP_LESSEQUAL, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_FAILED}, |
| {D3DCMP_GREATER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_PASSED}, |
| {D3DCMP_NOTEQUAL, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_PASSED}, |
| {D3DCMP_GREATEREQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_PASSED}, |
| {D3DCMP_ALWAYS, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_PASSED}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, |
| {{-1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, |
| {{ 1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, |
| {{ 1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| |
| for (j = 0; j < 2; ++j) |
| { |
| if (j == 1) |
| { |
| /* Try a pixel shader instead of fixed function. The wined3d code |
| * may emulate the alpha test either for performance reasons |
| * (floating point RTs) or to work around driver bugs (GeForce |
| * 7x00 cards on MacOS). There may be a different codepath for ffp |
| * and shader in this case, and the test should cover both. */ |
| IDirect3DPixelShader9 *ps; |
| static const DWORD shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with 0x%08x\n", hr); |
| if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { |
| break; |
| } |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| } |
| |
| for(i = 0; i < (sizeof(testdata)/sizeof(testdata[0])); i++) { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, testdata[i].func); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x90); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, testdata[i].color_less, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha < ref, func %u\n", |
| color, testdata[i].color_less, testdata[i].func); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x80); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, testdata[i].color_equal, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha == ref, func %u\n", |
| color, testdata[i].color_equal, testdata[i].func); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x70); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, testdata[i].color_greater, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha > ref, func %u\n", |
| color, testdata[i].color_greater, testdata[i].func); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| } |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void sincos_test(void) |
| { |
| IDirect3DVertexShader9 *sin_shader, *cos_shader; |
| IDirect3DDevice9 *device; |
| struct vec3 data[1280]; |
| IDirect3D9 *d3d; |
| unsigned int i; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD sin_shader_code[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ |
| 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ |
| 0x04000025, 0x80020000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.y, r1.x, c0, c1 */ |
| 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ |
| 0x03000005, 0xc0020000, 0x80550000, 0xa0ff0002, /* mul oPos.y, r0.y, c2.w */ |
| 0x02000001, 0xd00f0000, 0xa0a60002, /* mov oD0, c2.zyzz */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD cos_shader_code[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ |
| 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ |
| 0x04000025, 0x80010000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.x, r1.x, c0, c1 */ |
| 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ |
| 0x03000005, 0xc0020000, 0x80000000, 0xa0ff0002, /* mul oPos.y, r0.x, c2.w */ |
| 0x02000001, 0xd00f0000, 0xa0a90002, /* mov oD0, c2.yzzz */ |
| 0x0000ffff /* end */ |
| }; |
| static const float sincosc1[4] = {D3DSINCOSCONST1}; |
| static const float sincosc2[4] = {D3DSINCOSCONST2}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) |
| { |
| skip("No vs_2_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, sin_shader_code, &sin_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, cos_shader_code, &cos_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, sincosc1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, sincosc2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); |
| |
| /* Generate a point from -1 to 1 every 0.5 pixels */ |
| for(i = 0; i < 1280; i++) { |
| data[i].x = (-640.0 + i) / 640.0; |
| data[i].y = 0.0; |
| data[i].z = 0.1; |
| } |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, sin_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, cos_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr); |
| /* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */ |
| |
| IDirect3DVertexShader9_Release(sin_shader); |
| IDirect3DVertexShader9_Release(cos_shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void loop_index_test(void) |
| { |
| IDirect3DVertexShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| float values[4]; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD shader_code[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ |
| 0x04000002, 0x800f0000, 0x80e40000, 0xa0e42001, 0xf0e40800, /* add r0, r0, c[aL + 1] */ |
| 0x0000001d, /* endloop */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x80e40000, /* mov oD0, r0 */ |
| 0x0000ffff /* END */ |
| }; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| static const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; |
| static const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; |
| static const int i0[4] = {2, 10, -3, 0}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) |
| { |
| skip("No vs_2_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| values[0] = 1.0; |
| values[1] = 1.0; |
| values[2] = 0.0; |
| values[3] = 0.0; |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| values[0] = -1.0; |
| values[1] = 0.0; |
| values[2] = 0.0; |
| values[3] = 0.0; |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantI returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), |
| "aL indexing test returned color 0x%08x, expected 0x0000ff00\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVertexShader9_Release(shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void sgn_test(void) |
| { |
| IDirect3DVertexShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD shader_code[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position o0 */ |
| 0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */ |
| 0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x04000022, 0x800f0000, 0xa0e40000, 0x80e40001, 0x80e40002, /* sgn r0, c0, r1, r2 */ |
| 0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001, /* add oD0, r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const float quad[] = |
| { |
| -1.0f, -1.0f, 0.1f, |
| -1.0f, 1.0f, 0.1f, |
| 1.0f, -1.0f, 0.1f, |
| 1.0f, 1.0f, 0.1f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) |
| { |
| skip("No vs_2_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x008000ff, 1), |
| "sgn test returned color 0x%08x, expected 0x008000ff\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVertexShader9_Release(shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void viewport_test(void) |
| { |
| IDirect3DDevice9 *device; |
| BOOL draw_failed = TRUE; |
| D3DVIEWPORT9 vp; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const float quad[] = |
| { |
| -0.5f, -0.5f, 0.1f, |
| -0.5f, 0.5f, 0.1f, |
| 0.5f, -0.5f, 0.1f, |
| 0.5f, 0.5f, 0.1f, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Test a viewport with Width and Height bigger than the surface dimensions |
| * |
| * TODO: Test Width < surface.width, but X + Width > surface.width |
| * TODO: Test Width < surface.width, what happens with the height? |
| * |
| * The expected behavior is that the viewport behaves like the "default" |
| * viewport with X = Y = 0, Width = surface_width, Height = surface_height, |
| * MinZ = 0.0, MaxZ = 1.0. |
| * |
| * Starting with Windows 7 the behavior among driver versions is not |
| * consistent. The SetViewport call is accepted on all drivers. Some |
| * drivers(older nvidia ones) refuse to draw and return an error. Newer |
| * nvidia drivers draw, but use the actual values in the viewport and only |
| * display the upper left part on the surface. |
| */ |
| memset(&vp, 0, sizeof(vp)); |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 10000; |
| vp.Height = 10000; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 0.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "Got unexpected hr %#x.\n", hr); |
| draw_failed = FAILED(hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| if(!draw_failed) |
| { |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ff0000, "viewport test: (158,118) has color %08x\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x00ff0000, "viewport test: (162,118) has color %08x\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ff0000, "viewport test: (158,122) has color %08x\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (162,122) has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 358); |
| ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (478,358 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ff0000, "viewport test: (482,358) has color %08x\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color == 0x00ff0000, "viewport test: (478,362) has color %08x\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color == 0x00ff0000, "viewport test: (482,362) has color %08x\n", color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| /* 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(void) |
| { |
| IDirect3DDevice9 *device; |
| D3DVIEWPORT9 vp; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec4 position; |
| DWORD diffuse; |
| } |
| 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}, |
| }, |
| 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}, |
| }, |
| 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}, |
| }, |
| 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}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| 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}, |
| }, |
| 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}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 7.5; |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| if(FAILED(hr)) |
| { |
| /* Windows 7 rejects MaxZ > 1.0, Windows XP allows it. This doesn't break |
| * the tests because the 7.5 is just intended to show that it doesn't have |
| * any influence on the drawing or D3DRS_CLIPPING = FALSE. Set an accepted |
| * viewport and continue. |
| */ |
| ok(broken(hr == D3DERR_INVALIDCALL), "D3D rejected maxZ > 1.0\n"); |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| } |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void depth_bounds_test(void) |
| { |
| static const struct |
| { |
| struct vec4 position; |
| DWORD diffuse; |
| } |
| quad1[] = |
| { |
| {{ 0.0f, 0.0f, 0.0f, 1.0f}, 0xfff9e814}, |
| {{640.0f, 0.0f, 0.0f, 1.0f}, 0xfff9e814}, |
| {{ 0.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814}, |
| {{640.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814}, |
| }, |
| quad2[] = |
| { |
| {{ 0.0f, 0.0f, 0.6f, 1.0f}, 0xff002b7f}, |
| {{640.0f, 0.0f, 0.6f, 1.0f}, 0xff002b7f}, |
| {{ 0.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f}, |
| {{640.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f}, |
| }, |
| quad3[] = |
| { |
| {{ 0.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414}, |
| {{640.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414}, |
| {{ 0.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414}, |
| {{640.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414}, |
| }; |
| |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| IDirect3DSurface9 *offscreen_surface = NULL; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, MAKEFOURCC('N','V','D','B')) != D3D_OK) |
| { |
| skip("No NVDB (depth bounds test) support, skipping tests.\n"); |
| goto done; |
| } |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| MAKEFOURCC('N','V','D','B'), D3DPOOL_DEFAULT, &offscreen_surface, NULL); |
| ok(FAILED(hr), "Able to create surface, hr %#x.\n", hr); |
| if (offscreen_surface) IDirect3DSurface9_Release(offscreen_surface); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, MAKEFOURCC('N','V','D','B')); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| tmpvalue.f = 0.625; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| tmpvalue.f = 0.75; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_W, tmpvalue.d); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| tmpvalue.f = 0.75; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 150, 130); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 200); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 300-5); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 300+5); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ |
| color = getPixelColor(device, 150, 330); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 360-5); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ |
| color = getPixelColor(device, 150, 360+5); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void depth_buffer_test(void) |
| { |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| 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}, |
| }, |
| 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}, |
| }, |
| 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}, |
| }; |
| |
| IDirect3DSurface9 *backbuffer, *rt1, *rt2, *rt3; |
| IDirect3DDevice9 *device; |
| unsigned int i, j; |
| D3DVIEWPORT9 vp; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt3, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt3); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DSurface9_Release(rt3); |
| IDirect3DSurface9_Release(rt2); |
| IDirect3DSurface9_Release(rt1); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| /* 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(void) |
| { |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, 1.0f, 0.66f}, 0xffff0000}, |
| {{ 1.0f, 1.0f, 0.66f}, 0xffff0000}, |
| {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, |
| {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, |
| }; |
| |
| IDirect3DSurface9 *backbuffer, *rt1, *rt2; |
| IDirect3DDevice9 *device; |
| unsigned int i, j; |
| D3DVIEWPORT9 vp; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 at %u,%u, got 0x%08x.\n", x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DSurface9_Release(rt2); |
| IDirect3DSurface9_Release(rt1); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void depth_blit_test(void) |
| { |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad1[] = |
| { |
| {{-1.0f, 1.0f, 0.33f}, 0xff00ff00}, |
| {{ 1.0f, 1.0f, 0.33f}, 0xff00ff00}, |
| {{-1.0f, -1.0f, 0.33f}, 0xff00ff00}, |
| {{ 1.0f, -1.0f, 0.33f}, 0xff00ff00}, |
| }, |
| quad2[] = |
| { |
| {{-1.0f, 1.0f, 0.66f}, 0xff0000ff}, |
| {{ 1.0f, 1.0f, 0.66f}, 0xff0000ff}, |
| {{-1.0f, -1.0f, 0.66f}, 0xff0000ff}, |
| {{ 1.0f, -1.0f, 0.66f}, 0xff0000ff}, |
| }; |
| static const DWORD expected_colors[4][4] = |
| { |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, |
| {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, |
| }; |
| |
| IDirect3DSurface9 *backbuffer, *ds1, *ds2, *ds3; |
| IDirect3DDevice9 *device; |
| RECT src_rect, dst_rect; |
| unsigned int i, j; |
| D3DVIEWPORT9 vp; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL); |
| ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 320, 240, D3DFMT_D24S8, 0, 0, FALSE, &ds3, NULL); |
| ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| SetRect(&dst_rect, 0, 0, 480, 360); |
| hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| SetRect(&dst_rect, 0, 0, 320, 240); |
| hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| /* Partial blit. */ |
| SetRect(&src_rect, 0, 0, 320, 240); |
| SetRect(&dst_rect, 0, 0, 320, 240); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| /* Flipped. */ |
| SetRect(&src_rect, 0, 0, 640, 480); |
| SetRect(&dst_rect, 0, 480, 640, 0); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| /* Full, explicit. */ |
| SetRect(&src_rect, 0, 0, 640, 480); |
| SetRect(&dst_rect, 0, 0, 640, 480); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| /* Filtered blit. */ |
| hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| /* Depth -> color blit.*/ |
| hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| IDirect3DSurface9_Release(backbuffer); |
| /* Full surface, different sizes */ |
| hr = IDirect3DDevice9_StretchRect(device, ds3, NULL, ds1, NULL, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| hr = IDirect3DDevice9_StretchRect(device, ds1, NULL, ds3, NULL, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(ds3); |
| IDirect3DSurface9_Release(ds2); |
| IDirect3DSurface9_Release(ds1); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void intz_test(void) |
| { |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ |
| 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ |
| 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ |
| 0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */ |
| 0x0000ffff, /* end */ |
| }; |
| struct |
| { |
| float x, y, z; |
| float s, t, p, q; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 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, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_1[] = |
| { |
| { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_2[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 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, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 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)}, |
| }; |
| |
| IDirect3DSurface9 *original_rt, *rt; |
| IDirect3DTexture9 *texture; |
| IDirect3DPixelShader9 *ps; |
| IDirect3DDevice9 *device; |
| IDirect3DSurface9 *ds; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) |
| { |
| skip("No INTZ support, skipping INTZ test.\n"); |
| goto done; |
| } |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No pixel shader 2.0 support, skipping INTZ test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| /* Render offscreen, using the INTZ texture as depth buffer */ |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| |
| /* Render onscreen while using the INTZ texture as depth buffer */ |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| |
| /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(rt); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void shadow_test(void) |
| { |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ |
| 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ |
| 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ |
| 0x02000001, 0x800f0800, 0x80e40001, /* mov 0C0, r1 */ |
| 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"}, |
| {D3DFMT_D32F_LOCKABLE, "D3DFMT_D32F_LOCKABLE"}, |
| {D3DFMT_D24FS8, "D3DFMT_D24FS8"}, |
| }; |
| struct |
| { |
| float x, y, z; |
| float s, t, p, q; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f}, |
| { 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, 1.0f}, |
| { 1.0f, -1.0f, 1.0f, 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)}, |
| }; |
| |
| IDirect3DSurface9 *original_ds, *original_rt, *rt; |
| IDirect3DPixelShader9 *ps; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No pixel shader 2.0 support, skipping shadow test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) |
| { |
| D3DFORMAT format = formats[i].format; |
| IDirect3DTexture9 *texture; |
| IDirect3DSurface9 *ds; |
| unsigned int j; |
| |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format))) |
| continue; |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1, |
| D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Do the actual shadow mapping. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| } |
| |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DSurface9_Release(original_ds); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(rt); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void clip_planes(IDirect3DDevice9 *device, const char *test_name) |
| { |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad1[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, 0xfff9e814}, |
| {{-1.0f, 1.0f, 0.0f}, 0xfff9e814}, |
| {{ 1.0f, -1.0f, 0.0f}, 0xfff9e814}, |
| {{ 1.0f, 1.0f, 0.0f}, 0xfff9e814}, |
| }, |
| quad2[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, 0xff002b7f}, |
| {{-1.0f, 1.0f, 0.0f}, 0xff002b7f}, |
| {{ 1.0f, -1.0f, 0.0f}, 0xff002b7f}, |
| {{ 1.0f, 1.0f, 0.0f}, 0xff002b7f}, |
| }; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x1); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 1, 240); |
| ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); |
| color = getPixelColor(device, 638, 240); |
| ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); |
| |
| color = getPixelColor(device, 1, 241); |
| ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); |
| color = getPixelColor(device, 638, 241); |
| ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); |
| } |
| |
| static void clip_planes_test(void) |
| { |
| IDirect3DSurface9 *offscreen_surface, *original_rt; |
| IDirect3DTexture9 *offscreen = NULL; |
| IDirect3DVertexShader9 *shader; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const float plane0[4] = {0.0f, 1.0f, 0.0f, 0.5f / 480.0f}; /* a quarter-pixel offset */ |
| static const DWORD shader_code[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) |
| { |
| skip("No vs_2_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); |
| |
| IDirect3DDevice9_SetClipPlane(device, 0, plane0); |
| |
| clip_planes(device, "Onscreen FFP"); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreen, 0, &offscreen_surface); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| clip_planes(device, "Offscreen FFP"); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| clip_planes(device, "Onscreen vertex shader"); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| clip_planes(device, "Offscreen vertex shader"); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DVertexShader9_Release(shader); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(offscreen_surface); |
| IDirect3DTexture9_Release(offscreen); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fp_special_test(void) |
| { |
| /* Microsoft's assembler generates nan and inf with "1.#QNAN" and "1.#INF." respectively */ |
| static const DWORD vs_header[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ |
| 0x05000051, 0xa00f0001, 0x7fc00000, 0xff800000, 0x7f800000, 0x00000000, /* def c1, nan, -inf, inf, 0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| }; |
| |
| static const DWORD vs_log[] = {0x0200000f, 0x80010000, 0x90000001}; /* log r0.x, v1.x */ |
| static const DWORD vs_pow[] = |
| {0x03000020, 0x80010000, 0x90000001, 0x90000001}; /* pow r0.x, v1.x, v1.x */ |
| static const DWORD vs_nrm[] = {0x02000024, 0x80070000, 0x90000001}; /* nrm r0.xyz, v1.x */ |
| static const DWORD vs_rcp1[] = {0x02000006, 0x80010000, 0x90000001}; /* rcp r0.x, v1.x */ |
| static const DWORD vs_rcp2[] = {0x02000006, 0x80010000, 0x91000001}; /* rcp r0.x, -v1.x */ |
| static const DWORD vs_rsq1[] = {0x02000007, 0x80010000, 0x90000001}; /* rsq r0.x, v1.x */ |
| static const DWORD vs_rsq2[] = {0x02000007, 0x80010000, 0x91000001}; /* rsq r0.x, -v1.x */ |
| static const DWORD vs_lit[] = {0x02000010, 0x800f0000, 0x90000001, /* lit r0, v1.xxxx */ |
| 0x02000001, 0x80010000, 0x80aa0000}; /* mov r0.x, v0.z */ |
| static const DWORD vs_def1[] = {0x02000001, 0x80010000, 0xa0000001}; /* mov r0.x, c1.x */ |
| static const DWORD vs_def2[] = {0x02000001, 0x80010000, 0xa0550001}; /* mov r0.x, c1.y */ |
| static const DWORD vs_def3[] = {0x02000001, 0x80010000, 0xa0aa0001}; /* mov r0.x, c1.z */ |
| |
| static const DWORD vs_footer[] = |
| { |
| 0x03000005, 0x80020000, 0x80000000, 0xa0ff0000, /* mul r0.y, r0.x, c0.w */ |
| 0x0300000d, 0x80040000, 0x80000000, 0x80550000, /* sge r0.z, r0.x, r0.y */ |
| 0x0300000d, 0x80020000, 0x80e40000, 0x80000000, /* sge r0.y, r0, r0.x */ |
| 0x03000005, 0x80040000, 0x80550000, 0x80e40000, /* mul r0.z, r0.y, r0 */ |
| 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ |
| 0x0300000c, 0x80020000, 0x80000000, 0x80000000, /* slt r0.y, r0.x, r0.x */ |
| 0x03000002, 0x80040000, 0x80550000, 0x80550000, /* add r0.z, r0.y, r0.y */ |
| 0x0300000c, 0x80020000, 0xa0000000, 0x80ff0000, /* slt r0.y, c0.x, r0.w */ |
| 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ |
| 0x03000002, 0x80040000, 0x81550000, 0xa0e40000, /* add r0.z, -r0.y, c0 */ |
| 0x0300000c, 0x80080000, 0xa0000000, 0x80e40000, /* slt r0.w, c0.x, r0 */ |
| 0x03000005, 0x80040000, 0x80ff0000, 0x80e40000, /* mul r0.z, r0.w, r0 */ |
| 0x04000004, 0x80020000, 0x80aa0000, 0xa0e40000, 0x80e40000, /* mad r0.y, r0.z, c0, r0 */ |
| 0x02000001, 0xe0030000, 0x80e40000, /* mov oT0.xy, r0 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff, /* end */ |
| }; |
| |
| static const struct |
| { |
| const char *name; |
| const DWORD *ops; |
| DWORD size; |
| D3DCOLOR r500; |
| D3DCOLOR r600; |
| D3DCOLOR nv40; |
| D3DCOLOR nv50; |
| D3DCOLOR warp; |
| } |
| vs_body[] = |
| { |
| /* The basic ideas here are: |
| * 2.0 * +/-INF == +/-INF |
| * NAN != NAN |
| * |
| * The vertex shader value is written to the red component, with 0.0 |
| * and +/-INF mapping to 0xff, and NAN to 0x7f. Anything else should |
| * result in 0x00. The pixel shader value is written to the green |
| * component, but here 0.0 also results in 0x00. The actual value is |
| * written to the blue component. |
| * |
| * There are considerable differences between graphics cards in how |
| * these are handled, but pow and nrm never generate INF or NAN on |
| * real hardware. */ |
| {"log", vs_log, sizeof(vs_log), 0x00000000, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000}, |
| {"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x000000ff, 0x0000ff00, 0x000000ff, 0x00008000}, |
| {"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x00ff0000, 0x00008000}, |
| {"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, |
| {"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x000000ff, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000}, |
| {"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, |
| {"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, |
| {"lit", vs_lit, sizeof(vs_lit), 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, |
| {"def1", vs_def1, sizeof(vs_def1), 0x000000ff, 0x00007f00, 0x0000ff00, 0x00007f00, 0x00008000}, |
| {"def2", vs_def2, sizeof(vs_def2), 0x00ff0000, 0x00ff7f00, 0x00ff0000, 0x00ff7f00, 0x00ff8000}, |
| {"def3", vs_def3, sizeof(vs_def3), 0x00ff00ff, 0x00ff7f00, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, |
| }; |
| |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ |
| 0x0200001f, 0x80000000, 0xb0030000, /* dcl t0.xy */ |
| 0x0300000b, 0x80010001, 0xb0e40000, 0xa0e40000, /* max r1.x, t0, c0 */ |
| 0x0300000a, 0x80010000, 0xb0e40000, 0xa0e40000, /* min r0.x, t0, c0 */ |
| 0x03000002, 0x80010000, 0x80e40000, 0x81e40001, /* add r0.x, r0, -r1 */ |
| 0x04000004, 0x80010001, 0xb0e40000, 0xa0ff0000, 0xb1e40000, /* mad r1.x, t0, c0.w. -t0 */ |
| 0x02000023, 0x80010002, 0x80e40001, /* abs r2.x, r1 */ |
| 0x02000023, 0x80010000, 0x80e40000, /* abs r0.x, r0 */ |
| 0x02000023, 0x80010001, 0xb0e40000, /* abs r1.x, t0 */ |
| 0x04000058, 0x80010002, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r2, c0.z, c0 */ |
| 0x02000023, 0x80010002, 0x80e40002, /* abs r2.x, r2 */ |
| 0x04000058, 0x80010001, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r1.x, -r1, c0.z, c0 */ |
| 0x02000023, 0x80010001, 0x80e40001, /* abs r1.x, r1 */ |
| 0x04000058, 0x80010003, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r3.x, -r2, c0.z, c0 */ |
| 0x04000058, 0x80010002, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r1, c0.z, c0 */ |
| 0x04000058, 0x80010000, 0x81e40000, 0xa0550000, 0xa0e40000, /* cmp r0.x, -r0, c0.y, c0 */ |
| 0x03000005, 0x80010002, 0x80e40002, 0x80e40003, /* mul r2.x, r2, r3 */ |
| 0x04000058, 0x80010000, 0x81e40002, 0xa0aa0000, 0x80e40000, /* cmp r0.x, -r2, c0.z, r0 */ |
| 0x04000058, 0x80020000, 0x81000001, 0x80000000, 0xa0000000, /* cmp r0.y, -r1.x, r0.x, c0.x */ |
| 0x02000001, 0x80050000, 0xb0c90000, /* mov r0.xz, t0.yzxw */ |
| 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.w, c0.z */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| |
| struct |
| { |
| float x, y, z; |
| float s; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f}, |
| { 1.0f, 1.0f, 1.0f, 0.0f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f}, |
| { 1.0f, -1.0f, 1.0f, 0.0f}, |
| }; |
| |
| IDirect3DPixelShader9 *ps; |
| IDirect3DDevice9 *device; |
| UINT body_size = 0; |
| IDirect3D9 *d3d; |
| DWORD *vs_code; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) |
| { |
| skip("No shader model 2.0 support, skipping floating point specials test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE1(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) |
| { |
| if (vs_body[i].size > body_size) body_size = vs_body[i].size; |
| } |
| |
| vs_code = HeapAlloc(GetProcessHeap(), 0, sizeof(vs_header) + body_size + sizeof(vs_footer)); |
| memcpy(vs_code, vs_header, sizeof(vs_header)); |
| |
| for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) |
| { |
| DWORD offset = sizeof(vs_header) / sizeof(*vs_header); |
| IDirect3DVertexShader9 *vs; |
| D3DCOLOR color; |
| |
| memcpy(vs_code + offset, vs_body[i].ops, vs_body[i].size); |
| offset += vs_body[i].size / sizeof(*vs_body[i].ops); |
| memcpy(vs_code + offset, vs_footer, sizeof(vs_footer)); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, vs_body[i].r500, 1) |
| || color_match(color, vs_body[i].r600, 1) |
| || color_match(color, vs_body[i].nv40, 1) |
| || color_match(color, vs_body[i].nv50, 1) |
| || broken(color_match(color, vs_body[i].warp, 1)), |
| "Expected color 0x%08x, 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n", |
| vs_body[i].r500, vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| IDirect3DVertexShader9_Release(vs); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, vs_code); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void srgbwrite_format_test(void) |
| { |
| IDirect3D9 *d3d; |
| IDirect3DSurface9 *rt, *backbuffer; |
| IDirect3DTexture9 *texture; |
| IDirect3DDevice9 *device; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| int i; |
| DWORD color_rgb = 0x00808080, color_srgb = 0x00bcbcbc, color; |
| static const struct |
| { |
| D3DFORMAT fmt; |
| const char *name; |
| } |
| formats[] = |
| { |
| { D3DFMT_R5G6B5, "D3DFMT_R5G6B5" }, |
| { D3DFMT_X8R8G8B8, "D3DFMT_X8R8G8B8" }, |
| { D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8" }, |
| { D3DFMT_A16B16G16R16F, "D3DFMT_A16B16G16R16F" }, |
| { D3DFMT_A32B32G32R32F, "D3DFMT_A32B32G32R32F" }, |
| }; |
| static const struct |
| { |
| float x, y, z; |
| float u, v; |
| } |
| quad[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| for(i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) |
| { |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, formats[i].fmt))) |
| { |
| skip("Format %s not supported as render target, skipping test.\n", |
| formats[i].name); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, D3DUSAGE_RENDERTARGET, |
| formats[i].fmt, D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &rt); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(rt); |
| IDirect3DTexture9_Release(texture); |
| |
| color = getPixelColor(device, 360, 240); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_QUERY_SRGBWRITE, |
| D3DRTYPE_TEXTURE, formats[i].fmt) == D3D_OK) |
| { |
| /* Big slop for R5G6B5 */ |
| ok(color_match(color, color_srgb, 5), "Format %s supports srgb, expected color 0x%08x, got 0x%08x\n", |
| formats[i].name, color_srgb, color); |
| } |
| else |
| { |
| /* Big slop for R5G6B5 */ |
| ok(color_match(color, color_rgb, 5), "Format %s does not support srgb, expected color 0x%08x, got 0x%08x\n", |
| formats[i].name, color_rgb, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| } |
| |
| IDirect3DSurface9_Release(backbuffer); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void ds_size_test(void) |
| { |
| IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback; |
| IDirect3DDevice9 *device; |
| DWORD num_passes; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| float x, y, z; |
| } |
| quad[] = |
| { |
| {-1.0f, -1.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.0f}, |
| { 1.0f, 1.0f, 0.0f}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &old_ds); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); |
| |
| /* The D3DCLEAR_TARGET clear works. D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER returns OK, |
| * but does not change the surface's contents. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000FF, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Target clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.2f, 0); |
| ok(SUCCEEDED(hr), "Z Buffer clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr); |
| |
| /* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */ |
| |
| /* Turning on any depth-related state results in a ValidateDevice failure */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " |
| "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " |
| "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); |
| |
| /* Try to draw with the device in an invalid state. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* Don't check the resulting draw unless we find an app that needs it. On |
| * NVIDIA ValidateDevice() returns CONFLICTINGRENDERSTATE, so the result |
| * is undefined. On AMD D3D seems to assume the stored Z buffer value is |
| * 0.0 for all pixels, even those that are covered by the depth buffer. */ |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, old_ds); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(ds); |
| IDirect3DSurface9_Release(rt); |
| IDirect3DSurface9_Release(old_rt); |
| IDirect3DSurface9_Release(old_ds); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void unbound_sampler_test(void) |
| { |
| IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume; |
| IDirect3DSurface9 *rt, *old_rt; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| static const DWORD ps_code_cube[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x98000000, 0xa00f0800, /* dcl_cube s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| static const DWORD ps_code_volume[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| |
| static const struct |
| { |
| float x, y, z; |
| float u, v; |
| } |
| quad[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No ps_2_0 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) || !(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) |
| { |
| skip("No cube / volume texture support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStage failed, %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 ); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x56ffffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColorFromSurface(rt, 32, 32); |
| ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); |
| |
| /* Now try with a cube texture */ |
| hr = IDirect3DDevice9_SetPixelShader(device, ps_cube); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColorFromSurface(rt, 32, 32); |
| ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); |
| |
| /* And then with a volume texture */ |
| hr = IDirect3DDevice9_SetPixelShader(device, ps_volume); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColorFromSurface(rt, 32, 32); |
| ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); |
| |
| IDirect3DSurface9_Release(rt); |
| IDirect3DSurface9_Release(old_rt); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DPixelShader9_Release(ps_cube); |
| IDirect3DPixelShader9_Release(ps_volume); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void update_surface_test(void) |
| { |
| static const BYTE blocks[][8] = |
| { |
| {0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00}, /* White */ |
| {0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Red */ |
| {0xe0, 0xff, 0xe0, 0xff, 0x00, 0x00, 0x00, 0x00}, /* Yellow */ |
| {0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Green */ |
| {0xff, 0x07, 0xff, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Cyan */ |
| {0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00}, /* Blue */ |
| {0x1f, 0xf8, 0x1f, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Magenta */ |
| }; |
| static const struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 18, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0xff)}, |
| { 57, 240, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff)}, |
| {109, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0xff)}, |
| {184, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| {290, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, |
| {440, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, |
| {584, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, |
| }; |
| static const struct |
| { |
| float x, y, z, w; |
| float u, v; |
| } |
| tri[] = |
| { |
| { 0.0f, 480.0f, 0.0f, 1.0f, 0.0f, 0.0f}, |
| { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, |
| {640.0f, 240.0f, 0.0f, 10.0f, 100.0f, 0.5f}, |
| }; |
| static const RECT rect_2x2 = {0, 0, 2, 2}; |
| static const struct |
| { |
| UINT src_level; |
| UINT dst_level; |
| const RECT *r; |
| HRESULT hr; |
| } |
| block_size_tests[] = |
| { |
| {1, 0, NULL, D3D_OK}, |
| {0, 1, NULL, D3DERR_INVALIDCALL}, |
| {5, 4, NULL, D3DERR_INVALIDCALL}, |
| {4, 5, NULL, D3DERR_INVALIDCALL}, |
| {4, 5, &rect_2x2, D3DERR_INVALIDCALL}, |
| {5, 5, &rect_2x2, D3D_OK}, |
| }; |
| |
| IDirect3DSurface9 *src_surface, *dst_surface; |
| IDirect3DTexture9 *src_tex, *dst_tex; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| UINT count, i; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1))) |
| { |
| skip("DXT1 not supported, skipping tests.\n"); |
| goto done; |
| } |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_SYSTEMMEM, &src_tex, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &dst_tex, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| count = IDirect3DTexture9_GetLevelCount(src_tex); |
| ok(count == 7, "Got level count %u, expected 7.\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| UINT row_count, block_count, x, y; |
| D3DSURFACE_DESC desc; |
| BYTE *row, *block; |
| D3DLOCKED_RECT r; |
| |
| hr = IDirect3DTexture9_GetLevelDesc(src_tex, i, &desc); |
| ok(SUCCEEDED(hr), "Failed to get level desc, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(src_tex, i, &r, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| |
| row_count = ((desc.Height + 3) & ~3) / 4; |
| block_count = ((desc.Width + 3) & ~3) / 4; |
| row = r.pBits; |
| |
| for (y = 0; y < row_count; ++y) |
| { |
| block = row; |
| for (x = 0; x < block_count; ++x) |
| { |
| memcpy(block, blocks[i], sizeof(blocks[i])); |
| block += sizeof(blocks[i]); |
| } |
| row += r.Pitch; |
| } |
| |
| hr = IDirect3DTexture9_UnlockRect(src_tex, i); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| } |
| |
| for (i = 0; i < sizeof(block_size_tests) / sizeof(*block_size_tests); ++i) |
| { |
| hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, block_size_tests[i].src_level, &src_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, block_size_tests[i].dst_level, &dst_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, src_surface, block_size_tests[i].r, dst_surface, NULL); |
| ok(hr == block_size_tests[i].hr, "Update surface returned %#x for test %u, expected %#x.\n", |
| hr, i, block_size_tests[i].hr); |
| |
| IDirect3DSurface9_Release(dst_surface); |
| IDirect3DSurface9_Release(src_surface); |
| } |
| |
| for (i = 0; i < count; ++i) |
| { |
| hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, i, &src_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, i, &dst_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, src_surface, NULL, dst_surface, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface at level %u, hr %#x.\n", i, hr); |
| |
| IDirect3DSurface9_Release(dst_surface); |
| IDirect3DSurface9_Release(src_surface); |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)dst_tex); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 1, tri, sizeof(*tri)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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, 0), |
| "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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| IDirect3DTexture9_Release(dst_tex); |
| IDirect3DTexture9_Release(src_tex); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void multisample_get_rtdata_test(void) |
| { |
| IDirect3DSurface9 *original_ds, *original_rt, *rt, *readback; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping tests.\n"); |
| goto done; |
| } |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 256, 256, D3DFMT_A8R8G8B8, |
| D3DPOOL_SYSTEMMEM, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(original_ds); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(rt); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void multisampled_depth_buffer_test(void) |
| { |
| IDirect3DDevice9 *device = 0; |
| IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds; |
| IDirect3D9 *d3d; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| D3DPRESENT_PARAMETERS present_parameters; |
| unsigned int i; |
| static const struct |
| { |
| float x, y, z; |
| D3DCOLOR color; |
| } |
| quad_1[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0xffff0000}, |
| { 1.0f, 1.0f, 1.0f, 0xffff0000}, |
| { -1.0f, -1.0f, 0.0f, 0xffff0000}, |
| { 1.0f, -1.0f, 1.0f, 0xffff0000}, |
| }, |
| quad_2[] = |
| { |
| { -1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, 1.0f, 0.0f, 0xff0000ff}, |
| { -1.0f, -1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, -1.0f, 0.0f, 0xff0000ff}, |
| }; |
| static const struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| {560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| { 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| {560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| }; |
| |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) |
| { |
| skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| |
| 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; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; |
| |
| hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, |
| &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n"); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| /* Render onscreen and then offscreen */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColorFromSurface(readback, 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 = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Render offscreen and then onscreen */ |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); |
| ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColorFromSurface(readback, 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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(ds); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(rt); |
| IDirect3DSurface9_Release(original_rt); |
| cleanup_device(device); |
| |
| 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; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE; |
| |
| hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, |
| &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear depth buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL); |
| ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| /* Render to a multisampled offscreen frame buffer and then blit to |
| * the onscreen (not multisampled) frame buffer. */ |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, ds, NULL, original_ds, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColorFromSurface(readback, 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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(original_ds); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(ds); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(rt); |
| cleanup: |
| cleanup_device(device); |
| IDirect3D9_Release(d3d); |
| } |
| |
| static void resz_test(void) |
| { |
| IDirect3DDevice9 *device = 0; |
| IDirect3DSurface9 *rt, *original_rt, *ds, *readback, *intz_ds; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| D3DPRESENT_PARAMETERS present_parameters; |
| unsigned int i; |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ |
| 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ |
| 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ |
| 0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */ |
| 0x0000ffff, /* end */ |
| }; |
| struct |
| { |
| float x, y, z; |
| float s, t, p, q; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 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, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 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)}, |
| }; |
| IDirect3DTexture9 *texture; |
| IDirect3DPixelShader9 *ps; |
| IDirect3D9 *d3d; |
| DWORD value; |
| |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) |
| { |
| skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) |
| { |
| skip("No INTZ support, skipping RESZ test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')))) |
| { |
| skip("No RESZ support, skipping RESZ test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| |
| 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 = FALSE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE; |
| |
| hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No pixel shader 2.0 support, skipping INTZ test.\n"); |
| cleanup_device(device); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| cleanup_device(device); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); |
| ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(intz_ds); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| /* Render offscreen (multisampled), blit the depth buffer |
| * into the INTZ texture and then check its contents */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)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 = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| /* The actual multisampled depth buffer resolve happens here */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); |
| ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(rt); |
| cleanup_device(device); |
| |
| 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; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; |
| |
| hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(intz_ds); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| /* Render onscreen, blit the depth buffer into the INTZ texture |
| * and then check its contents */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| /* The actual multisampled depth buffer resolve happens here */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); |
| ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_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 = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| /* With a non-multisampled depth buffer */ |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Without a current depth-stencil buffer set */ |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(original_rt); |
| cleanup_device(device); |
| IDirect3D9_Release(d3d); |
| } |
| |
| static void zenable_test(void) |
| { |
| 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}, |
| }; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| UINT x, y; |
| UINT i, j; |
| UINT test; |
| IDirect3DSurface9 *ds; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr); |
| |
| for (test = 0; test < 2; ++test) |
| { |
| /* The Windows 8 testbot (WARP) appears to clip with |
| * ZENABLE = D3DZB_TRUE and no depth buffer set. */ |
| static const D3DCOLOR expected_broken[] = |
| { |
| 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, |
| 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, |
| 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, |
| 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, |
| }; |
| |
| if (!test) |
| { |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); |
| } |
| else |
| { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| } |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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) |
| || broken(color_match(color, expected_broken[i * 4 + j], 1) && !test), |
| "Expected color 0x0000ff00 at %u, %u, got 0x%08x, test %u.\n", |
| x, y, color, test); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| } |
| |
| IDirect3DSurface9_Release(ds); |
| |
| hr = IDirect3DDevice9_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 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 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, |
| }; |
| /* The Windows 8 testbot (WARP) appears to not clip z for regular |
| * vertices either. */ |
| static const D3DCOLOR expected_broken[] = |
| { |
| 0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf, |
| 0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf, |
| 0x00206020, 0x00606060, 0x009f609f, 0x00df60df, |
| 0x00202020, 0x00602060, 0x009f209f, 0x00df20df, |
| }; |
| |
| IDirect3DVertexShader9 *vs; |
| IDirect3DPixelShader9 *ps; |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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) |
| || broken(color_match(color, expected_broken[i * 4 + j], 1)), |
| "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DVertexShader9_Release(vs); |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fog_special_test(void) |
| { |
| static const struct |
| { |
| struct vec3 position; |
| D3DCOLOR diffuse; |
| } |
| quad[] = |
| { |
| {{ -1.0f, -1.0f, 0.0f}, 0xff00ff00}, |
| {{ -1.0f, 1.0f, 0.0f}, 0xff00ff00}, |
| {{ 1.0f, -1.0f, 1.0f}, 0xff00ff00}, |
| {{ 1.0f, 1.0f, 1.0f}, 0xff00ff00} |
| }; |
| static const struct |
| { |
| DWORD vertexmode, tablemode; |
| BOOL vs, ps; |
| D3DCOLOR color_left, color_right; |
| } |
| tests[] = |
| { |
| {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000}, |
| {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000}, |
| {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000}, |
| {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000}, |
| |
| {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000}, |
| {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000}, |
| {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000}, |
| {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000}, |
| }; |
| static const DWORD pixel_shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff |
| }; |
| static const DWORD vertex_shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff |
| }; |
| static const D3DMATRIX identity = |
| {{{ |
| 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, |
| }}}; |
| union |
| { |
| float f; |
| DWORD d; |
| } conv; |
| DWORD color; |
| HRESULT hr; |
| unsigned int i; |
| IDirect3DPixelShader9 *ps; |
| IDirect3DVertexShader9 *vs; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code, &vs); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| skip("Vertex Shaders not supported, skipping some fog tests.\n"); |
| vs = NULL; |
| } |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) |
| { |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| skip("Pixel Shaders not supported, skipping some fog tests.\n"); |
| ps = NULL; |
| } |
| |
| /* The table fog tests seem to depend on the projection matrix explicitly |
| * being set to an identity matrix, even though that's the default. |
| * (AMD Radeon HD 6310, Windows 7) */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); |
| ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); |
| |
| conv.f = 0.5f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) |
| { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| if (!tests[i].vs) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| } |
| else if (vs) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| continue; |
| } |
| |
| if (!tests[i].ps) |
| { |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| } |
| else if (ps) |
| { |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); |
| ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); |
| ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 310, 240); |
| ok(color_match(color, tests[i].color_left, 1), |
| "Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i); |
| color = getPixelColor(device, 330, 240); |
| ok(color_match(color, tests[i].color_right, 1), |
| "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| } |
| |
| if (vs) |
| IDirect3DVertexShader9_Release(vs); |
| if (ps) |
| IDirect3DPixelShader9_Release(ps); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void volume_srgb_test(void) |
| { |
| HRESULT hr; |
| unsigned int i, j; |
| IDirect3DVolumeTexture9 *tex1, *tex2; |
| D3DPOOL pool; |
| D3DLOCKED_BOX locked_box; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| |
| static const struct |
| { |
| BOOL srgb; |
| DWORD color; |
| } |
| tests[] = |
| { |
| /* Try toggling on and off */ |
| { FALSE, 0x007f7f7f }, |
| { TRUE, 0x00363636 }, |
| { FALSE, 0x007f7f7f }, |
| }; |
| static const struct |
| { |
| struct vec3 pos; |
| struct vec3 texcrd; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, |
| {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_VOLUMETEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) |
| { |
| skip("D3DFMT_A8R8G8B8 volume textures with SRGBREAD not supported.\n"); |
| goto done; |
| } |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| |
| for (i = 0; i < 2; i++) |
| { |
| if (!i) |
| pool = D3DPOOL_SYSTEMMEM; |
| else |
| pool = D3DPOOL_MANAGED; |
| |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0, D3DFMT_A8R8G8B8, pool, &tex1, NULL); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| hr = IDirect3DVolumeTexture9_LockBox(tex1, 0, &locked_box, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); |
| *((DWORD *)locked_box.pBits) = 0x7f7f7f7f; |
| hr = IDirect3DVolumeTexture9_UnlockBox(tex1, 0); |
| ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); |
| |
| if (!i) |
| { |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex1, (IDirect3DBaseTexture9 *)tex2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| IDirect3DVolumeTexture9_Release(tex1); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| IDirect3DVolumeTexture9_Release(tex2); |
| } |
| else |
| { |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex1); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| IDirect3DVolumeTexture9_Release(tex1); |
| } |
| |
| for (j = 0; j < sizeof(tests) / sizeof(*tests); j++) |
| { |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, tests[j].srgb); |
| ok(SUCCEEDED(hr), "Failed to set srgb state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, tests[j].color, 2), |
| "Expected color 0x%08x, got 0x%08x, i = %u, j = %u.\n", tests[j].color, color, i, j); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| } |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void volume_dxt5_test(void) |
| { |
| IDirect3DVolumeTexture9 *texture; |
| IDirect3DDevice9 *device; |
| D3DLOCKED_BOX box; |
| IDirect3D9 *d3d; |
| unsigned int i; |
| ULONG refcount; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const char texture_data[] = |
| { |
| /* A 8x4x2 texture consisting of 4 4x4 blocks. The colors of the blocks are red, green, blue and white. */ |
| 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, |
| 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, |
| 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, |
| 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec3 texcrd; |
| } |
| quads[] = |
| { |
| {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, |
| {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, |
| {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, |
| {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, |
| |
| {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, |
| {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, |
| {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, |
| {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, |
| }; |
| static const DWORD expected_colors[] = {0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff}; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5))) |
| { |
| skip("DXT5 volume textures are not supported, skipping test.\n"); |
| goto done; |
| } |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5, |
| D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); |
| memcpy(box.pBits, texture_data, sizeof(texture_data)); |
| hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; i++) |
| { |
| color = getPixelColor(device, 80 + 160 * i, 240); |
| ok (color_match(color, expected_colors[i], 1), |
| "Expected color 0x%08x, got 0x%08x, case %u.\n", expected_colors[i], color, i); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| IDirect3DVolumeTexture9_Release(texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void volume_v16u16_test(void) |
| { |
| IDirect3DVolumeTexture9 *texture; |
| IDirect3DPixelShader9 *shader; |
| IDirect3DDevice9 *device; |
| D3DLOCKED_BOX box; |
| IDirect3D9 *d3d; |
| unsigned int i; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| SHORT *texel; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| struct vec3 texcrd; |
| } |
| quads[] = |
| { |
| {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, |
| {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, |
| {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, |
| {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, |
| |
| {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, |
| {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, |
| {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, |
| {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, |
| }; |
| static const DWORD shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */ |
| 0x3f000000, 0x3f000000, /* 0.5, 0.5 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("No ps_1_1 support, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16))) |
| { |
| skip("Volume V16U16 textures are not supported, skipping test.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr); |
| |
| for (i = 0; i < 2; i++) |
| { |
| D3DPOOL pool; |
| |
| if (i) |
| pool = D3DPOOL_SYSTEMMEM; |
| else |
| pool = D3DPOOL_MANAGED; |
| |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, |
| pool, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); |
| |
| texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch); |
| texel[0] = 32767; |
| texel[1] = 32767; |
| texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch); |
| texel[0] = -32768; |
| texel[1] = 0; |
| texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch); |
| texel[0] = -16384; |
| texel[1] = 16384; |
| texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch); |
| texel[0] = 0; |
| texel[1] = 0; |
| |
| hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); |
| |
| if (i) |
| { |
| IDirect3DVolumeTexture9 *texture2; |
| |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, |
| D3DPOOL_DEFAULT, &texture2, NULL); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture, |
| (IDirect3DBaseTexture9 *)texture2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| |
| IDirect3DVolumeTexture9_Release(texture); |
| texture = texture2; |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 120, 160); |
| ok (color_match(color, 0x000080ff, 2), |
| "Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color); |
| color = getPixelColor(device, 120, 400); |
| ok (color_match(color, 0x00ffffff, 2), |
| "Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color); |
| color = getPixelColor(device, 360, 160); |
| ok (color_match(color, 0x007f7fff, 2), |
| "Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color); |
| color = getPixelColor(device, 360, 400); |
| ok (color_match(color, 0x0040c0ff, 2), |
| "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DVolumeTexture9_Release(texture); |
| } |
| |
| IDirect3DPixelShader9_Release(shader); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void add_dirty_rect_test_draw(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec2 texcoord; |
| } |
| quad[] = |
| { |
| {{-1.0, -1.0, 0.0}, {0.0, 0.0}}, |
| {{-1.0, 1.0, 0.0}, {0.0, 1.0}}, |
| {{ 1.0, -1.0, 0.0}, {1.0, 0.0}}, |
| {{ 1.0, 1.0, 0.0}, {1.0, 1.0}}, |
| }; |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| } |
| |
| static void add_dirty_rect_test(void) |
| { |
| HRESULT hr; |
| IDirect3DTexture9 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed; |
| IDirect3DSurface9 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| unsigned int i; |
| ULONG refcount; |
| DWORD *texel; |
| HWND window; |
| D3DLOCKED_RECT locked_rect; |
| static const RECT part_rect = {96, 96, 160, 160}; |
| DWORD color; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_DEFAULT, &tex_dst1, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_DEFAULT, &tex_dst2, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_SYSTEMMEM, &tex_src_red, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_SYSTEMMEM, &tex_src_green, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_MANAGED, &tex_managed, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_red, 0, &surface_src_red); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_managed, 0, &surface_managed); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| |
| fill_surface(surface_src_red, 0x00ff0000, 0); |
| fill_surface(surface_src_green, 0x0000ff00, 0); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst1); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| |
| /* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */ |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| todo_wine ok(color_match(color, 0x00ff0000, 1), |
| "Expected color 0x00ff0000, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* AddDirtyRect on the destination is ignored. */ |
| hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, &part_rect); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| todo_wine ok(color_match(color, 0x00ff0000, 1), |
| "Expected color 0x00ff0000, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| todo_wine ok(color_match(color, 0x00ff0000, 1), |
| "Expected color 0x00ff0000, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle |
| * tracking is supported. */ |
| hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, &part_rect); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| color = getPixelColor(device, 1, 1); |
| todo_wine ok(color_match(color, 0x00ff0000, 1), |
| "Expected color 0x00ff0000, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 1, 1); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| |
| /* Locks with NO_DIRTY_UPDATE are ignored. */ |
| fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| todo_wine ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */ |
| fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| todo_wine ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x000000ff, 1), |
| "Expected color 0x000000ff, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Maps without either of these flags record a dirty rectangle. */ |
| fill_surface(surface_src_green, 0x00ffffff, 0); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ffffff, 1), |
| "Expected color 0x00ffffff, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Partial LockRect works just like a partial AddDirtyRect call. */ |
| hr = IDirect3DTexture9_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| texel = locked_rect.pBits; |
| for (i = 0; i < 64; i++) |
| texel[i] = 0x00ff00ff; |
| for (i = 1; i < 64; i++) |
| memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch); |
| hr = IDirect3DTexture9_UnlockRect(tex_src_green, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff00ff, 1), |
| "Expected color 0x00ff00ff, got 0x%08x.\n", color); |
| color = getPixelColor(device, 1, 1); |
| ok(color_match(color, 0x00ffffff, 1), |
| "Expected color 0x00ffffff, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| fill_surface(surface_src_red, 0x00ff0000, 0); |
| fill_surface(surface_src_green, 0x0000ff00, 0); |
| |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, |
| (IDirect3DBaseTexture9 *)tex_dst1); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* UpdateSurface ignores the missing dirty marker. */ |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red, |
| (IDirect3DBaseTexture9 *)tex_dst2); |
| hr = IDirect3DDevice9_UpdateSurface(device, surface_src_green, NULL, surface_dst2, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| fill_surface(surface_managed, 0x00ff0000, 0); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_managed); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff0000, 1), |
| "Expected color 0x00ff0000, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */ |
| fill_surface(surface_managed, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff0000, 1), |
| "Expected color 0x00ff0000, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* AddDirtyRect uploads the new contents. |
| * Side note, not tested in the test: Partial surface updates work, and two separate |
| * dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers |
| * untested. */ |
| hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* So does EvictManagedResources. */ |
| fill_surface(surface_managed, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EvictManagedResources(device); |
| ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x000000ff, 1), |
| "Expected color 0x000000ff, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* AddDirtyRect on a locked texture is allowed. */ |
| hr = IDirect3DTexture9_LockRect(tex_src_red, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_AddDirtyRect(tex_src_red, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_UnlockRect(tex_src_red, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| /* Redundant AddDirtyRect calls are ok. */ |
| hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(surface_dst2); |
| IDirect3DSurface9_Release(surface_managed); |
| IDirect3DSurface9_Release(surface_src_red); |
| IDirect3DSurface9_Release(surface_src_green); |
| IDirect3DTexture9_Release(tex_src_red); |
| IDirect3DTexture9_Release(tex_src_green); |
| IDirect3DTexture9_Release(tex_dst1); |
| IDirect3DTexture9_Release(tex_dst2); |
| IDirect3DTexture9_Release(tex_managed); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_per_stage_constant(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| D3DCOLOR diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0xffff0000}, |
| {{-1.0f, 1.0f, 0.1f}, 0xffff0000}, |
| {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0xffff0000}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT)) |
| { |
| skip("Per-stage constants not supported, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_CONSTANT, 0x80a1b2c3); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00a1b2c3, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_COMPLEMENT); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x005e4d3c, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_ALPHAREPLICATE); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00808080, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0080007f, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_3dc_formats(void) |
| { |
| static const char ati1n_data[] = |
| { |
| /* A 4x4 texture with the color component at 50%. */ |
| 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
| }; |
| static const char ati2n_data[] = |
| { |
| /* A 8x4 texture consisting of 2 4x4 blocks. The first block has 50% first color component, |
| * 0% second component. Second block is the opposite. */ |
| 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
| 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec2 texcoord; |
| } |
| quads[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, |
| {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, |
| {{ 0.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, |
| {{ 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, |
| |
| {{ 0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, |
| {{ 0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, |
| {{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, |
| {{ 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, |
| }; |
| static const DWORD ati1n_fourcc = MAKEFOURCC('A','T','I','1'); |
| static const DWORD ati2n_fourcc = MAKEFOURCC('A','T','I','2'); |
| static const struct |
| { |
| struct vec2 position; |
| D3DCOLOR amd_r500; |
| D3DCOLOR amd_r600; |
| D3DCOLOR nvidia_old; |
| D3DCOLOR nvidia_new; |
| } |
| expected_colors[] = |
| { |
| {{ 80, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, |
| {{240, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, |
| {{400, 240}, 0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff}, |
| {{560, 240}, 0x007f00ff, 0x007f00ff, 0x007f00ff, 0x007f00ff}, |
| }; |
| IDirect3D9 *d3d; |
| IDirect3DDevice9 *device; |
| IDirect3DTexture9 *ati1n_texture, *ati2n_texture; |
| D3DCAPS9 caps; |
| D3DLOCKED_RECT rect; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| unsigned int i; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati1n_fourcc))) |
| { |
| skip("ATI1N textures are not supported, skipping test.\n"); |
| goto done; |
| } |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati2n_fourcc))) |
| { |
| skip("ATI2N textures are not supported, skipping test.\n"); |
| goto done; |
| } |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) |
| { |
| skip("D3DTA_TEMP not supported, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc, |
| D3DPOOL_MANAGED, &ati1n_texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(ati1n_texture, 0, &rect, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data)); |
| hr = IDirect3DTexture9_UnlockRect(ati1n_texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc, |
| D3DPOOL_MANAGED, &ati2n_texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(ati2n_texture, 0, &rect, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data)); |
| hr = IDirect3DTexture9_UnlockRect(ati2n_texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| /* The temporary register is initialized to 0. */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati1n_texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati2n_texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); |
| ok (color_match(color, expected_colors[i].amd_r500, 1) |
| || color_match(color, expected_colors[i].amd_r600, 1) |
| || color_match(color, expected_colors[i].nvidia_old, 1) |
| || color_match(color, expected_colors[i].nvidia_new, 1), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(ati2n_texture); |
| IDirect3DTexture9_Release(ati1n_texture); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_fog_interpolation(void) |
| { |
| HRESULT hr; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| D3DCOLOR color; |
| static const struct |
| { |
| struct vec3 position; |
| D3DCOLOR diffuse; |
| D3DCOLOR specular; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000}, |
| {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000}, |
| {{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000}, |
| {{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000}, |
| }; |
| union |
| { |
| DWORD d; |
| float f; |
| } conv; |
| unsigned int i; |
| static const struct |
| { |
| D3DFOGMODE vfog, tfog; |
| D3DSHADEMODE shade; |
| D3DCOLOR middle_color; |
| BOOL todo; |
| } |
| tests[] = |
| { |
| {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE}, |
| {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE}, |
| {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE}, |
| {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE}, |
| {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, |
| {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, |
| {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, |
| {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, |
| }; |
| static const D3DMATRIX ident_mat = |
| {{{ |
| 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 |
| }}}; |
| D3DCAPS9 caps; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| conv.f = 5.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| /* Some of the tests seem to depend on the projection matrix explicitly |
| * being set to an identity matrix, even though that's the default. |
| * (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this, |
| * the drivers seem to use a static z = 1.0 input for the fog equation. |
| * The input value is independent of the actual z and w component of |
| * the vertex position. */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) |
| { |
| if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) |
| continue; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 0, 240); |
| ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); |
| color = getPixelColor(device, 320, 240); |
| if (tests[i].todo) |
| todo_wine ok(color_match(color, tests[i].middle_color, 2), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| else |
| ok(color_match(color, tests[i].middle_color, 2), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| color = getPixelColor(device, 639, 240); |
| ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_negative_fixedfunction_fog(void) |
| { |
| HRESULT hr; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| D3DCOLOR color; |
| static const struct |
| { |
| struct vec3 position; |
| D3DCOLOR diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, -0.5f}, 0xffff0000}, |
| {{-1.0f, 1.0f, -0.5f}, 0xffff0000}, |
| {{ 1.0f, -1.0f, -0.5f}, 0xffff0000}, |
| {{ 1.0f, 1.0f, -0.5f}, 0xffff0000}, |
| }; |
| static const struct |
| { |
| struct vec4 position; |
| D3DCOLOR diffuse; |
| } |
| tquad[] = |
| { |
| {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, |
| {{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, |
| {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, |
| {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, |
| }; |
| unsigned int i; |
| static const D3DMATRIX zero = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f |
| }}}; |
| /* Needed to make AMD drivers happy. Yeah, it is not supposed to |
| * have an effect on RHW draws. */ |
| static const D3DMATRIX identity = |
| {{{ |
| 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 |
| }}}; |
| static const struct |
| { |
| DWORD pos_type; |
| const void *quad; |
| size_t stride; |
| const D3DMATRIX *matrix; |
| union |
| { |
| float f; |
| DWORD d; |
| } start, end; |
| D3DFOGMODE vfog, tfog; |
| DWORD color, color_broken, color_broken2; |
| } |
| tests[] = |
| { |
| /* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. |
| * |
| * Geforce8+ GPUs on Windows abs() table fog, everything else does not. */ |
| {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f}, |
| D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00808000, 0x00808000}, |
| /* r200 GPUs and presumably all d3d8 and older HW clamp the fog |
| * parameters to 0.0 and 1.0 in the table fog case. */ |
| {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f}, |
| D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000, 0x0000ff00}, |
| /* test_fog_interpolation shows that vertex fog evaluates the fog |
| * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows |
| * that the abs happens before the fog equation is evaluated. |
| * |
| * Vertex fog abs() behavior is the same on all GPUs. */ |
| {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, |
| D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000, 0x00808000}, |
| {D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f}, |
| D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00, 0x0000ff00}, |
| {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, |
| D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400, 0x009b6400}, |
| }; |
| D3DCAPS9 caps; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) |
| { |
| if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) |
| continue; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, tests[i].pos_type | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)) |
| || broken(color_match(color, tests[i].color_broken2, 2)), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_position_index(void) |
| { |
| static const D3DVERTEXELEMENT9 decl_elements[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1}, |
| D3DDECL_END() |
| }; |
| /* Declaring (and using) a position1 output semantic in a VS fails at draw time on AMD |
| * but works on Nvidia. |
| * MSDN is not consistent on this point. */ |
| static const DWORD vs_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */ |
| 0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */ |
| 0x0200001f, 0x80010000, 0xe00f0001, /* dcl_position1 o1 */ |
| 0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ |
| 0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD vs_code_2[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */ |
| 0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */ |
| 0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD ps_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80010000, 0x900f0000, /* dcl_position1 v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD ps_code_2[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| /* This one is considered invalid by the native shader assembler. */ |
| static const DWORD ps_code_bad[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec3 position1; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}}, |
| {{-1.0f, 1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}}, |
| {{ 1.0f, 1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}}, |
| }; |
| static const struct |
| { |
| struct vec2 position; |
| D3DCOLOR expected_color; |
| D3DCOLOR broken_color; |
| } |
| expected_colors[] = |
| { |
| {{ 80, 240}, 0x00df2000, 0x00ff00ff}, |
| {{240, 240}, 0x009f6000, 0x00ff00ff}, |
| {{400, 240}, 0x00609f00, 0x00ff00ff}, |
| {{560, 240}, 0x0020df00, 0x00ff00ff}, |
| }; |
| IDirect3D9 *d3d; |
| IDirect3DDevice9 *device; |
| IDirect3DVertexDeclaration9 *vertex_declaration; |
| IDirect3DVertexShader9 *vs, *vs2; |
| IDirect3DPixelShader9 *ps, *ps2; |
| D3DCAPS9 caps; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| unsigned int i; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0) |
| || caps.PixelShaderVersion < D3DPS_VERSION(3, 0)) |
| { |
| skip("Shader model 3.0 unsupported, skipping tests.\n"); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed, hr %#x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed, hr %#x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vs_code_2, &vs2); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_bad, &ps); |
| ok(hr == D3DERR_INVALIDCALL, "CreatePixelShader returned hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_2, &ps2); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i) |
| { |
| color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); |
| ok (color_match(color, expected_colors[i].expected_color, 1) |
| || broken(color_match(color, expected_colors[i].broken_color, 1)), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| } |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps2); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i) |
| { |
| color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); |
| ok (color_match(color, expected_colors[i].expected_color, 1) |
| || broken(color_match(color, expected_colors[i].broken_color, 1)), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| } |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, vs2); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i) |
| { |
| color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); |
| ok (color_match(color, expected_colors[i].expected_color, 1), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DPixelShader9_Release(ps2); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DVertexShader9_Release(vs2); |
| IDirect3DVertexShader9_Release(vs); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_table_fog_zw(void) |
| { |
| HRESULT hr; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| ULONG refcount; |
| HWND window; |
| D3DCOLOR color; |
| D3DCAPS9 caps; |
| static struct |
| { |
| struct vec4 position; |
| D3DCOLOR diffuse; |
| } |
| quad[] = |
| { |
| {{ 0.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, |
| {{640.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, |
| {{ 0.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, |
| {{640.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, |
| }; |
| static const D3DMATRIX identity = |
| {{{ |
| 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 |
| }}}; |
| static const struct |
| { |
| float z, w; |
| D3DZBUFFERTYPE z_test; |
| D3DCOLOR color; |
| } |
| tests[] = |
| { |
| {0.7f, 0.0f, D3DZB_TRUE, 0x004cb200}, |
| {0.7f, 0.0f, D3DZB_FALSE, 0x004cb200}, |
| {0.7f, 0.3f, D3DZB_TRUE, 0x004cb200}, |
| {0.7f, 0.3f, D3DZB_FALSE, 0x004cb200}, |
| {0.7f, 3.0f, D3DZB_TRUE, 0x004cb200}, |
| {0.7f, 3.0f, D3DZB_FALSE, 0x004cb200}, |
| {0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00}, |
| {0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00}, |
| }; |
| unsigned int i; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) |
| { |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| /* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) |
| { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| quad[0].position.z = tests[i].z; |
| quad[1].position.z = tests[i].z; |
| quad[2].position.z = tests[i].z; |
| quad[3].position.z = tests[i].z; |
| quad[0].position.w = tests[i].w; |
| quad[1].position.w = tests[i].w; |
| quad[2].position.w = tests[i].w; |
| quad[3].position.w = tests[i].w; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, tests[i].color, 2), |
| "Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| } |
| |
| done: |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_signed_formats(void) |
| { |
| IDirect3DDevice9 *device; |
| HWND window; |
| HRESULT hr; |
| unsigned int i, j, x, y; |
| IDirect3DTexture9 *texture, *texture_sysmem; |
| IDirect3DSurface9 *src_surface, *dst_surface; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DPixelShader9 *shader, *shader_alpha; |
| IDirect3D9 *d3d; |
| D3DCOLOR color; |
| D3DCAPS9 caps; |
| ULONG refcount; |
| |
| /* The input data was designed for D3DFMT_L6V5U5 and then transferred |
| * to the other formats because L6V5U5 is the lowest precision format. |
| * It tests the extreme values -1.0 (-16) and 1.0 (15) for U/V and |
| * 0.0 (0) and 1.0 (63) for L, the neutral point 0 as well as -1 and 1. |
| * Some other intermediate values are tested too. The input value -15 |
| * (min + 1) is tested as well. Unlike what OpenGL 4.4 says in section |
| * 2.3.4.1, this value does not represent -1.0. In the interest of re- |
| * using the expected output data the 8 bit and 16 bit values in V8U8 |
| * and V16U16 match (post-normalization) the 5 bit input values. Thus |
| * -1, 1 and -127 are not tested in V8U8. |
| * |
| * 8 bit specific values like -127 are tested in the Q channel of |
| * D3DFMT_Q8W8V8U8. Here d3d seems to follow the rules from the GL |
| * spec. AMD's r200 is broken though and returns a value < -1.0 for |
| * -128. The difference between using -127 or -128 as the lowest |
| * possible value gets lost in the slop of 1 though. */ |
| static const USHORT content_v8u8[4][4] = |
| { |
| {0x0000, 0x7f7f, 0x8880, 0x0000}, |
| {0x0080, 0x8000, 0x7f00, 0x007f}, |
| {0x193b, 0xe8c8, 0x0808, 0xf8f8}, |
| {0x4444, 0xc0c0, 0xa066, 0x22e0}, |
| }; |
| static const DWORD content_v16u16[4][4] = |
| { |
| {0x00000000, 0x7fff7fff, 0x88008000, 0x00000000}, |
| {0x00008000, 0x80000000, 0x7fff0000, 0x00007fff}, |
| {0x19993bbb, 0xe800c800, 0x08880888, 0xf800f800}, |
| {0x44444444, 0xc000c000, 0xa0006666, 0x2222e000}, |
| }; |
| static const DWORD content_q8w8v8u8[4][4] = |
| { |
| {0x00000000, 0xff7f7f7f, 0x7f008880, 0x817f0000}, |
| {0x10000080, 0x20008000, 0x30007f00, 0x4000007f}, |
| {0x5020193b, 0x6028e8c8, 0x70020808, 0x807ff8f8}, |
| {0x90414444, 0xa000c0c0, 0x8261a066, 0x834922e0}, |
| }; |
| static const DWORD content_x8l8v8u8[4][4] = |
| { |
| {0x00000000, 0x00ff7f7f, 0x00008880, 0x00ff0000}, |
| {0x00000080, 0x00008000, 0x00007f00, 0x0000007f}, |
| {0x0041193b, 0x0051e8c8, 0x00040808, 0x00fff8f8}, |
| {0x00824444, 0x0000c0c0, 0x00c2a066, 0x009222e0}, |
| }; |
| /* D3DFMT_L6V5U5 has poor precision on some GPUs. On a GeForce 7 the highest V and U value (15) |
| * results in the output color 0xfb, which is 4 steps away from the correct value 0xff. It is |
| * not the ~0xf0 you'd get if you blindly left-shifted the 5 bit value to form an 8 bit value |
| * though. |
| * |
| * There may also be an off-by-one bug involved: The value -7 should result in the output 0x47, |
| * but ends up as 0x4d. Likewise, -3 becomes 0x6e instead of 0x67. Those values are close to |
| * the proper results of -6 and -2. |
| * |
| * On Wine the emulation with unsigned R5G6B5 has poor precision, e.g. the signed 0 becomes 16, |
| * and ((16 / 31) - 0.5) * 2.0 is 0.032 instead of 0.000. The final output result we read back |
| * is 0x84 instead of 0x80. */ |
| static const USHORT content_l6v5u5[4][4] = |
| { |
| {0x0000, 0xfdef, 0x0230, 0xfc00}, |
| {0x0010, 0x0200, 0x01e0, 0x000f}, |
| {0x4067, 0x53b9, 0x0421, 0xffff}, |
| {0x8108, 0x0318, 0xc28c, 0x909c}, |
| }; |
| static const struct |
| { |
| D3DFORMAT format; |
| const char *name; |
| const void *content; |
| SIZE_T pixel_size; |
| BOOL blue, alpha; |
| unsigned int slop, slop_broken, alpha_broken; |
| } |
| formats[] = |
| { |
| {D3DFMT_V8U8, "D3DFMT_V8U8", content_v8u8, sizeof(WORD), FALSE, FALSE, 1, 0, FALSE}, |
| {D3DFMT_V16U16, "D3DFMT_V16U16", content_v16u16, sizeof(DWORD), FALSE, FALSE, 1, 0, FALSE}, |
| {D3DFMT_Q8W8V8U8, "D3DFMT_Q8W8V8U8", content_q8w8v8u8, sizeof(DWORD), TRUE, TRUE, 1, 0, TRUE }, |
| {D3DFMT_X8L8V8U8, "D3DFMT_X8L8V8U8", content_x8l8v8u8, sizeof(DWORD), TRUE, FALSE, 1, 0, FALSE}, |
| {D3DFMT_L6V5U5, "D3DFMT_L6V5U5", content_l6v5u5, sizeof(WORD), TRUE, FALSE, 4, 7, FALSE}, |
| }; |
| static const struct |
| { |
| D3DPOOL pool; |
| UINT width; |
| RECT src_rect; |
| POINT dst_point; |
| } |
| tests[] = |
| { |
| {D3DPOOL_SYSTEMMEM, 4, {1, 1, 2, 3}, {2, 0}}, |
| {D3DPOOL_SYSTEMMEM, 1, {0, 1, 1, 3}, {0, 0}}, |
| {D3DPOOL_MANAGED, 4, {1, 1, 2, 3}, {2, 0}}, |
| {D3DPOOL_MANAGED, 1, {0, 1, 1, 3}, {0, 0}}, |
| }; |
| static const DWORD shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0,5, 0,5 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD shader_code_alpha[] = |
| { |
| /* The idea of this shader is to replicate the alpha value in .rg, and set |
| * blue to 1.0 iff the alpha value is < -1.0 and 0.0 otherwise. */ |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ |
| 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ |
| 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000004, 0x80070000, 0xb0ff0000, 0xa0e40000, 0xa0e40000, /* mad r0.rgb, t0.a, c0, c0 */ |
| 0x00000003, 0x80080000, 0xb1ff0000, 0xa0e40000, /* sub r0.a, -t0.a, c0 */ |
| 0x00000050, 0x80080000, 0x80ff0000, 0xa0ff0001, 0xa0ff0002, /* cnd r0.a, r0.a, c1.a, c2.a */ |
| 0x00000005, 0x80070001, 0xa0e40001, 0x80e40000, /* mul r1.rgb, c1, r0 */ |
| 0x00000004, 0x80070000, 0x80ff0000, 0xa0e40002, 0x80e40001, /* mad r0.rgb, r0.a, c2, r1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec2 texcrd; |
| } |
| quad[] = |
| { |
| /* Flip the y coordinate to make the input and |
| * output arrays easier to compare. */ |
| {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 1.0f}}, |
| {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f}}, |
| {{ 1.0f, 1.0f, 0.0f}, { 1.0f, 0.0f}}, |
| }; |
| static const D3DCOLOR expected_alpha[4][4] = |
| { |
| {0x00808000, 0x007f7f00, 0x00ffff00, 0x00000000}, |
| {0x00909000, 0x00a0a000, 0x00b0b000, 0x00c0c000}, |
| {0x00d0d000, 0x00e0e000, 0x00f0f000, 0x00000000}, |
| {0x00101000, 0x00202000, 0x00010100, 0x00020200}, |
| }; |
| static const BOOL alpha_broken[4][4] = |
| { |
| {FALSE, FALSE, FALSE, FALSE}, |
| {FALSE, FALSE, FALSE, FALSE}, |
| {FALSE, FALSE, FALSE, TRUE }, |
| {FALSE, FALSE, FALSE, FALSE}, |
| }; |
| static const D3DCOLOR expected_colors[4][4] = |
| { |
| {0x00808080, 0x00fefeff, 0x00010780, 0x008080ff}, |
| {0x00018080, 0x00800180, 0x0080fe80, 0x00fe8080}, |
| {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, |
| {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, |
| }; |
| static const D3DCOLOR expected_colors2[4][4] = |
| { |
| {0x00808080, 0x00fefeff, 0x00800180, 0x008080ff}, |
| {0x00018080, 0x00800180, 0x004767a8, 0x00fe8080}, |
| {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, |
| {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, |
| }; |
| static const D3DCOLOR expected_colors3[4] = |
| { |
| 0x00018080, |
| 0x00ba98a0, |
| 0x00ba98a0, |
| 0x00c3c3c0, |
| }; |
| D3DCOLOR expected_color; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("Pixel shaders not supported, skipping converted format test.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_alpha, &shader_alpha); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(formats) / sizeof(*formats); i++) |
| { |
| hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format); |
| if (FAILED(hr)) |
| { |
| skip("Format %s not supported, skipping.\n", formats[i].name); |
| continue; |
| } |
| |
| for (j = 0; j < sizeof(tests) / sizeof(*tests); j++) |
| { |
| texture_sysmem = NULL; |
| hr = IDirect3DDevice9_CreateTexture(device, tests[j].width, 4, 1, 0, |
| formats[i].format, tests[j].pool, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| for (y = 0; y < 4; y++) |
| { |
| memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch, |
| (char *)formats[i].content + y * 4 * formats[i].pixel_size, |
| tests[j].width * formats[i].pixel_size); |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| if (tests[j].pool == D3DPOOL_SYSTEMMEM) |
| { |
| texture_sysmem = texture; |
| hr = IDirect3DDevice9_CreateTexture(device, tests[j].width, 4, 1, 0, |
| formats[i].format, D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture_sysmem, |
| (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_alpha); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (y = 0; y < 4; y++) |
| { |
| for (x = 0; x < tests[j].width; x++) |
| { |
| BOOL r200_broken = formats[i].alpha_broken && alpha_broken[y][x]; |
| if (formats[i].alpha) |
| expected_color = expected_alpha[y][x]; |
| else |
| expected_color = 0x00ffff00; |
| |
| color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); |
| ok(color_match(color, expected_color, 1) || broken(r200_broken), |
| "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", |
| expected_color, color, formats[i].name, x, y); |
| } |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (y = 0; y < 4; y++) |
| { |
| for (x = 0; x < tests[j].width; x++) |
| { |
| expected_color = expected_colors[y][x]; |
| if (!formats[i].blue) |
| expected_color |= 0x000000ff; |
| |
| color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); |
| ok(color_match(color, expected_color, formats[i].slop) |
| || broken(color_match(color, expected_color, formats[i].slop_broken)), |
| "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", |
| expected_color, color, formats[i].name, x, y); |
| } |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| if (tests[j].pool != D3DPOOL_SYSTEMMEM) |
| { |
| IDirect3DTexture9_Release(texture); |
| continue; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &dst_surface); |
| ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr); |
| IDirect3DTexture9_GetSurfaceLevel(texture_sysmem, 0, &src_surface); |
| ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, src_surface, |
| &tests[j].src_rect, dst_surface, &tests[j].dst_point); |
| ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(dst_surface); |
| IDirect3DSurface9_Release(src_surface); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00003300, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (y = 0; y < 4; y++) |
| { |
| for (x = 0; x < tests[j].width; x++) |
| { |
| if (tests[j].width == 4) |
| expected_color = expected_colors2[y][x]; |
| else |
| expected_color = expected_colors3[y]; |
| |
| if (!formats[i].blue) |
| expected_color |= 0x000000ff; |
| |
| color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); |
| ok(color_match(color, expected_color, formats[i].slop) |
| || broken(color_match(color, expected_color, formats[i].slop_broken)), |
| "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", |
| expected_color, color, formats[i].name, x, y); |
| } |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DTexture9_Release(texture_sysmem); |
| IDirect3DTexture9_Release(texture); |
| } |
| } |
| |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DPixelShader9_Release(shader_alpha); |
| |
| done: |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_multisample_mismatch(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| HWND window; |
| HRESULT hr; |
| D3DCOLOR color; |
| ULONG refcount; |
| IDirect3DSurface9 *rt, *rt_multi, *ds; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD color; |
| } |
| quad[] = |
| { |
| {{ -1.0f, -1.0f, 0.0f}, 0x000000ff}, |
| {{ -1.0f, 1.0f, 0.0f}, 0x000000ff}, |
| {{ 1.0f, -1.0f, 1.0f}, 0x000000ff}, |
| {{ 1.0f, 1.0f, 1.0f}, 0x000000ff}, |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample mismatch test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_D24X8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) |
| { |
| skip("Multisampling not supported for D3DFMT_D24X8, skipping multisample mismatch test.\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt_multi, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.1f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to set depth stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| /* Clear with incompatible buffers. Partial and combined clears. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| /* The color buffer is reliably cleared on AMD and Nvidia GPUs. */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Check depth buffer values. AMD GPUs (r500 and evergreen tested) clear the depth buffer |
| * like you'd expect in a correct framebuffer setup. Nvidia doesn't clear it, neither in |
| * the Z only clear case nor in the combined clear case. */ |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 62, 240); |
| ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 64, 240); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)), |
| "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 318, 240); |
| ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)), |
| "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 322, 240); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Draw with incompatible buffers. AMD even performs Z testing, and the Z test |
| * results appear to be correct for this simple draw. Nvidia doesn't draw unless |
| * the depth test is disabled. Setting ZFUNC = ALWAYS doesn't make the geometry |
| * show up either. Only test the ZENABLE = FALSE case for now. */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(ds); |
| |
| /* Test the reverse situation: Multisampled depth buffer, single sampled color buffer. |
| * Color clears work as expected, AMD also clears the depth buffer, Nvidia does not. */ |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24X8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL); |
| ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ffff00, 0.1f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| color = getPixelColor(device, 62, 240); |
| ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 318, 240); |
| ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x000000ff, 1)), |
| "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 322, 240); |
| ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Draw with a single sampled color buffer and a multisampled depth buffer. Again |
| * AMD seems to perform correct Z testing, Nvidia doesn't draw unless the Z test |
| * is disabled. Again only test the ZENABLE = FALSE case. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(rt); |
| IDirect3DSurface9_Release(ds); |
| IDirect3DSurface9_Release(rt_multi); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_texcoordindex(void) |
| { |
| static const D3DMATRIX mat = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| }}}; |
| static const struct |
| { |
| struct vec3 pos; |
| struct vec2 texcoord1; |
| struct vec2 texcoord2; |
| struct vec2 texcoord3; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f}}, |
| {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}}, |
| }; |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d9; |
| HWND window; |
| HRESULT hr; |
| IDirect3DTexture9 *texture1, *texture2; |
| D3DLOCKED_RECT locked_rect; |
| ULONG refcount; |
| D3DCOLOR color; |
| DWORD *ptr; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d9 = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d9, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d9, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d9); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, D3DLOCK_DISCARD); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| ptr = locked_rect.pBits; |
| ptr[0] = 0xff000000; |
| ptr[1] = 0xff00ff00; |
| ptr[2] = 0xff0000ff; |
| ptr[3] = 0xff00ffff; |
| hr = IDirect3DTexture9_UnlockRect(texture1, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, D3DLOCK_DISCARD); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| ptr = locked_rect.pBits; |
| ptr[0] = 0xff000000; |
| ptr[1] = 0xff0000ff; |
| ptr[2] = 0xffff0000; |
| ptr[3] = 0xffff00ff; |
| hr = IDirect3DTexture9_UnlockRect(texture2, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture1); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *)texture2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX3); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, 1); |
| ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0); |
| ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00ff0000, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x00ffffff, 2), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE1, &mat); |
| ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2); |
| ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00ff00ff, 2), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x00ffff00, 2), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DTexture9_Release(texture1); |
| IDirect3DTexture9_Release(texture2); |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d9); |
| DestroyWindow(window); |
| } |
| |
| static void test_vertex_blending(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| D3DCAPS9 caps; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| int i; |
| |
| static const D3DMATRIX view_mat = |
| {{{ |
| 2.0f / 10.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 2.0f / 10.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f |
| }}}, |
| upper_left = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| -4.0f, 4.0f, 0.0f, 1.0f |
| }}}, |
| lower_left = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| -4.0f, -4.0f, 0.0f, 1.0f |
| }}}, |
| upper_right = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 4.0f, 4.0f, 0.0f, 1.0f |
| }}}, |
| lower_right = |
| {{{ |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 4.0f, -4.0f, 0.0f, 1.0f |
| }}}; |
| |
| static const POINT quad_upper_right_points[] = |
| { |
| {576, 48}, {-1, -1}, |
| }, |
| quad_upper_right_empty_points[] = |
| { |
| {64, 48}, {64, 432}, {576, 432}, {320, 240}, {-1, -1} |
| }, |
| quad_center_points[] = |
| { |
| {320, 240}, {-1, -1} |
| }, |
| quad_center_empty_points[] = |
| { |
| {64, 48}, {576, 48}, {64, 432}, {576, 432}, {-1, -1} |
| }, |
| quad_upper_center_points[] = |
| { |
| {320, 48}, {-1, -1} |
| }, |
| quad_upper_center_empty_points[] = |
| { |
| {320, 240}, {64, 48}, {576, 48}, {-1, -1} |
| }, |
| quad_fullscreen_points[] = |
| { |
| {320, 48}, {320, 240}, {64, 48}, {576, 48}, {64, 432}, {576, 432}, {-1, -1} |
| }, |
| quad_fullscreen_empty_points[] = |
| { |
| {-1, -1} |
| }; |
| |
| static const struct |
| { |
| struct |
| { |
| struct vec3 position; |
| struct vec3 blendweights; |
| } |
| vertex_data[4]; |
| const POINT *quad_points; |
| const POINT *empty_points; |
| } |
| tests[] = |
| { |
| /* upper right */ |
| { |
| {{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, |
| {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}}, |
| quad_upper_right_points, quad_upper_right_empty_points |
| }, |
| /* center */ |
| { |
| {{{-1.0f, -1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}, |
| {{-1.0f, 1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}}, |
| quad_center_points, quad_center_empty_points |
| }, |
| /* upper center */ |
| { |
| {{{-1.0f, -1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}, |
| {{-1.0f, 1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}}, |
| quad_upper_center_points, quad_upper_center_empty_points |
| }, |
| /* full screen */ |
| { |
| {{{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, |
| {{-1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}}, |
| quad_fullscreen_points, quad_fullscreen_empty_points |
| } |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.MaxVertexBlendMatrices < 4) |
| { |
| skip("Only %u vertex blend matrices supported, skipping tests.\n", caps.MaxVertexBlendMatrices); |
| IDirect3DDevice9_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &view_mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &upper_left); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &lower_left); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(2), &lower_right); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(3), &upper_right); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed %08x\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) |
| { |
| const POINT *point; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZB3); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].vertex_data, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| point = tests[i].quad_points; |
| while (point->x != -1 && point->y != -1) |
| { |
| color = getPixelColor(device, point->x, point->y); |
| ok(color_match(color, 0x00ffffff, 1), "Expected quad at %dx%d.\n", point->x, point->y); |
| ++point; |
| } |
| |
| point = tests[i].empty_points; |
| while (point->x != -1 && point->y != -1) |
| { |
| color = getPixelColor(device, point->x, point->y); |
| ok(color_match(color, 0x00000000, 1), "Unexpected quad at %dx%d.\n", point->x, point->y); |
| ++point; |
| } |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_updatetexture(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d9; |
| HWND window; |
| HRESULT hr; |
| IDirect3DBaseTexture9 *src, *dst; |
| unsigned int t, i, f, l, x, y, z; |
| D3DLOCKED_RECT locked_rect; |
| D3DLOCKED_BOX locked_box; |
| ULONG refcount; |
| D3DCAPS9 caps; |
| D3DCOLOR color; |
| BOOL ati2n_supported, do_visual_test; |
| static const struct |
| { |
| struct vec3 pos; |
| struct vec2 texcoord; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}}, |
| {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}}, |
| }; |
| static const struct |
| { |
| struct vec3 pos; |
| struct vec3 texcoord; |
| } |
| quad_cube_tex[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, 0.5f}}, |
| {{-1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, 0.5f}}, |
| {{ 1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, -0.5f}}, |
| {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, -0.5f}}, |
| }; |
| static const struct |
| { |
| UINT src_width, src_height; |
| UINT dst_width, dst_height; |
| UINT src_levels, dst_levels; |
| D3DFORMAT src_format, dst_format; |
| BOOL broken; |
| } |
| tests[] = |
| { |
| {8, 8, 8, 8, 0, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 0 */ |
| {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 1 */ |
| {8, 8, 8, 8, 2, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 2 */ |
| {8, 8, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 3 */ |
| {8, 8, 8, 8, 4, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 4 */ |
| {8, 8, 2, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 5 */ |
| /* The WARP renderer doesn't handle these cases correctly. */ |
| {8, 8, 8, 8, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 6 */ |
| {8, 8, 4, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 7 */ |
| /* Not clear what happens here on Windows, it doesn't make much sense |
| * though (on Nvidia it seems to upload the 4x4 surface into the 7x7 |
| * one or something like that). */ |
| /* {8, 8, 7, 7, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */ |
| {8, 8, 8, 8, 1, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 8 */ |
| {4, 4, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 9 */ |
| /* This one causes weird behavior on Windows (it probably writes out |
| * of the texture memory). */ |
| /* {8, 8, 4, 4, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */ |
| {8, 4, 4, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 10 */ |
| {8, 4, 2, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 11 */ |
| {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8, FALSE}, /* 12 */ |
| {8, 8, 8, 8, 4, 4, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 13 */ |
| /* The data is converted correctly on AMD, on Nvidia nothing happens |
| * (it draws a black quad). */ |
| {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, TRUE}, /* 14 */ |
| /* Here the data is converted on AMD, just copied and "reinterpreted" as |
| * a 32 bit float on Nvidia (specifically the tested value becomes a |
| * very small float number which we get as 0 in the test). */ |
| {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R32F, TRUE}, /* 15 */ |
| /* This one doesn't seem to give the expected results on AMD. */ |
| /* {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_Q8W8V8U8, FALSE}, */ |
| {8, 8, 8, 8, 4, 4, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 16 */ |
| {8, 8, 8, 8, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 17 */ |
| {8, 8, 2, 2, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 18 */ |
| }; |
| static const struct |
| { |
| D3DRESOURCETYPE type; |
| DWORD fvf; |
| const void *quad; |
| unsigned int vertex_size; |
| DWORD cap; |
| const char *name; |
| } |
| texture_types[] = |
| { |
| {D3DRTYPE_TEXTURE, D3DFVF_XYZ | D3DFVF_TEX1, |
| quad, sizeof(*quad), D3DPTEXTURECAPS_MIPMAP, "2D mipmapped"}, |
| |
| {D3DRTYPE_CUBETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0), |
| quad_cube_tex, sizeof(*quad_cube_tex), D3DPTEXTURECAPS_CUBEMAP, "Cube"}, |
| |
| {D3DRTYPE_VOLUMETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1, |
| quad, sizeof(*quad), D3DPTEXTURECAPS_VOLUMEMAP, "Volume"} |
| }; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d9 = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d9, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d9, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D9_Release(d3d9); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); |
| |
| for (t = 0; t < sizeof(texture_types) / sizeof(*texture_types); ++t) |
| { |
| if (!(caps.TextureCaps & texture_types[t].cap)) |
| { |
| skip("%s textures not supported, skipping some tests.\n", texture_types[t].name); |
| continue; |
| } |
| |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, texture_types[t].type, MAKEFOURCC('A','T','I','2')))) |
| { |
| skip("%s ATI2N textures are not supported, skipping some tests.\n", texture_types[t].name); |
| ati2n_supported = FALSE; |
| } |
| else |
| { |
| ati2n_supported = TRUE; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, texture_types[t].fvf); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) |
| { |
| if (tests[i].src_format == MAKEFOURCC('A','T','I','2') && !ati2n_supported) |
| continue; |
| |
| switch (texture_types[t].type) |
| { |
| case D3DRTYPE_TEXTURE: |
| hr = IDirect3DDevice9_CreateTexture(device, |
| tests[i].src_width, tests[i].src_height, |
| tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, |
| (IDirect3DTexture9 **)&src, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| hr = IDirect3DDevice9_CreateTexture(device, |
| tests[i].dst_width, tests[i].dst_height, |
| tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, |
| (IDirect3DTexture9 **)&dst, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| hr = IDirect3DDevice9_CreateCubeTexture(device, |
| tests[i].src_width, |
| tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, |
| (IDirect3DCubeTexture9 **)&src, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| hr = IDirect3DDevice9_CreateCubeTexture(device, |
| tests[i].dst_width, |
| tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, |
| (IDirect3DCubeTexture9 **)&dst, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, |
| tests[i].src_width, tests[i].src_height, tests[i].src_width, |
| tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, |
| (IDirect3DVolumeTexture9 **)&src, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, |
| tests[i].dst_width, tests[i].dst_height, tests[i].dst_width, |
| tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, |
| (IDirect3DVolumeTexture9 **)&dst, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| break; |
| default: |
| trace("Unexpected resource type.\n"); |
| } |
| |
| /* Skip the visual part of the test for ATI2N (laziness) and cases that |
| * give a different (and unlikely to be useful) result. */ |
| do_visual_test = (tests[i].src_format == D3DFMT_A8R8G8B8 || tests[i].src_format == D3DFMT_X8R8G8B8) |
| && tests[i].src_levels != 0 |
| && tests[i].src_width >= tests[i].dst_width && tests[i].src_height >= tests[i].dst_height |
| && !(tests[i].src_width > tests[i].src_height && tests[i].dst_width < tests[i].dst_height); |
| |
| if (do_visual_test) |
| { |
| DWORD *ptr = NULL; |
| unsigned int width, height, depth, row_pitch = 0, slice_pitch = 0; |
| |
| for (f = 0; f < (texture_types[t].type == D3DRTYPE_CUBETEXTURE ? 6 : 1); ++f) |
| { |
| width = tests[i].src_width; |
| height = texture_types[t].type != D3DRTYPE_CUBETEXTURE ? tests[i].src_height : tests[i].src_width; |
| depth = texture_types[t].type == D3DRTYPE_VOLUMETEXTURE ? width : 1; |
| |
| for (l = 0; l < tests[i].src_levels; ++l) |
| { |
| switch (texture_types[t].type) |
| { |
| case D3DRTYPE_TEXTURE: |
| hr = IDirect3DTexture9_LockRect((IDirect3DTexture9 *)src, |
| l, &locked_rect, NULL, 0); |
| ptr = locked_rect.pBits; |
| row_pitch = locked_rect.Pitch / sizeof(*ptr); |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| hr = IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9 *)src, |
| f, l, &locked_rect, NULL, 0); |
| ptr = locked_rect.pBits; |
| row_pitch = locked_rect.Pitch / sizeof(*ptr); |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| hr = IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9 *)src, |
| l, &locked_box, NULL, 0); |
| ptr = locked_box.pBits; |
| row_pitch = locked_box.RowPitch / sizeof(*ptr); |
| slice_pitch = locked_box.SlicePitch / sizeof(*ptr); |
| break; |
| default: |
| trace("Unexpected resource type.\n"); |
| } |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| |
| for (z = 0; z < depth; ++z) |
| { |
| for (y = 0; y < height; ++y) |
| { |
| for (x = 0; x < width; ++x) |
| { |
| ptr[z * slice_pitch + y * row_pitch + x] = 0xff000000 |
| | (DWORD)(x / (width - 1.0f) * 255.0f) << 16 |
| | (DWORD)(y / (height - 1.0f) * 255.0f) << 8; |
| } |
| } |
| } |
| |
| switch (texture_types[t].type) |
| { |
| case D3DRTYPE_TEXTURE: |
| hr = IDirect3DTexture9_UnlockRect((IDirect3DTexture9 *)src, l); |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| hr = IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9 *)src, f, l); |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| hr = IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9 *)src, l); |
| break; |
| default: |
| trace("Unexpected resource type.\n"); |
| } |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| width >>= 1; |
| if (!width) |
| width = 1; |
| height >>= 1; |
| if (!height) |
| height = 1; |
| depth >>= 1; |
| if (!depth) |
| depth = 1; |
| } |
| } |
| } |
| |
| hr = IDirect3DDevice9_UpdateTexture(device, src, dst); |
| if (FAILED(hr)) |
| { |
| todo_wine ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); |
| IDirect3DBaseTexture9_Release(src); |
| IDirect3DBaseTexture9_Release(dst); |
| continue; |
| } |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); |
| |
| if (do_visual_test) |
| { |
| hr = IDirect3DDevice9_SetTexture(device, 0, dst); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, |
| texture_types[t].quad, texture_types[t].vertex_size); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok (color_match(color, 0x007f7f00, 2) || broken(tests[i].broken) |
| || broken(color == 0xdeadbeec), /* WARP device often just breaks down. */ |
| "Got unexpected color 0x%08x, case %u, %u.\n", color, t, i); |
| } |
| |
| IDirect3DBaseTexture9_Release(src); |
| IDirect3DBaseTexture9_Release(dst); |
| } |
| } |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D9_Release(d3d9); |
| DestroyWindow(window); |
| } |
| |
| static void test_depthbias(void) |
| { |
| IDirect3DDevice9 *device; |
| IDirect3D9 *d3d; |
| IDirect3DSurface9 *ds; |
| D3DCAPS9 caps; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| unsigned int i; |
| static const D3DFORMAT formats[] = |
| { |
| D3DFMT_D16, D3DFMT_D24X8, D3DFMT_D32, D3DFMT_D24S8, MAKEFOURCC('I','N','T','Z'), |
| |
| /* The scaling factor detection function detects the wrong factor for |
| * float formats on Nvidia, therefore the following tests are disabled. |
| * The wined3d function detects 2^23 like for fixed point formats but |
| * the test needs 2^22 to pass. |
| * |
| * AMD GPUs need a different scaling factor for float depth buffers |
| * (2^24) than fixed point (2^23), but the wined3d detection function |
| * works there, producing the right result in the test. |
| * |
| * D3DFMT_D32F_LOCKABLE, D3DFMT_D24FS8, |
| */ |
| }; |
| |
| static const struct |
| { |
| struct vec3 position; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}}, |
| {{-1.0f, 1.0f, 0.0f}}, |
| {{ 1.0f, -1.0f, 1.0f}}, |
| {{ 1.0f, 1.0f, 1.0f}}, |
| }; |
| union |
| { |
| float f; |
| DWORD d; |
| } conv; |
| |
| window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, 640, 480, NULL, NULL, NULL, NULL); |
| d3d = Direct3DCreate9(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (!(caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS)) |
| { |
| IDirect3DDevice9_Release(device); |
| skip("D3DPRASTERCAPS_DEPTHBIAS not supported.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) |
| { |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, formats[i]))) |
| { |
| skip("Depth format %u not supported, skipping.\n", formats[i]); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, formats[i], |
| D3DMULTISAMPLE_NONE, 0, FALSE, &ds, NULL); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff0000); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| conv.f = -0.2f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| conv.f = 0.0f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| conv.f = 0.2f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ffffff); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| conv.f = 0.4f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 61, 240); |
| ok(color_match(color, 0x00ffffff, 1), "Got unexpected color %08x at x=62, format %u.\n", color, formats[i]); |
| color = getPixelColor(device, 65, 240); |
| |
| ok(color_match(color, 0x000000ff, 1), "Got unexpected color %08x at x=64, format %u.\n", color, formats[i]); |
| color = getPixelColor(device, 190, 240); |
| ok(color_match(color, 0x000000ff, 1), "Got unexpected color %08x at x=190, format %u.\n", color, formats[i]); |
| |
| color = getPixelColor(device, 194, 240); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color %08x at x=194, format %u.\n", color, formats[i]); |
| color = getPixelColor(device, 318, 240); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color %08x at x=318, format %u.\n", color, formats[i]); |
| |
| color = getPixelColor(device, 322, 240); |
| ok(color_match(color, 0x00ff0000, 1), "Got unexpected color %08x at x=322, format %u.\n", color, formats[i]); |
| color = getPixelColor(device, 446, 240); |
| ok(color_match(color, 0x00ff0000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]); |
| |
| color = getPixelColor(device, 450, 240); |
| ok(color_match(color, 0x00000000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| IDirect3DSurface9_Release(ds); |
| } |
| |
| refcount = IDirect3DDevice9_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| done: |
| IDirect3D9_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| START_TEST(visual) |
| { |
| D3DADAPTER_IDENTIFIER9 identifier; |
| IDirect3D9 *d3d; |
| HRESULT hr; |
| |
| if (!(d3d = Direct3DCreate9(D3D_SDK_VERSION))) |
| { |
| skip("could not create D3D9 object\n"); |
| return; |
| } |
| |
| memset(&identifier, 0, sizeof(identifier)); |
| hr = IDirect3D9_GetAdapterIdentifier(d3d, 0, 0, &identifier); |
| ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); |
| trace("Driver string: \"%s\"\n", identifier.Driver); |
| trace("Description string: \"%s\"\n", identifier.Description); |
| /* Only Windows XP's default VGA driver should have an empty description */ |
| ok(identifier.Description[0] || broken(!strcmp(identifier.Driver, "vga.dll")), "Empty driver description.\n"); |
| trace("Device name string: \"%s\"\n", identifier.DeviceName); |
| ok(identifier.DeviceName[0], "Empty device name.\n"); |
| trace("Driver version %d.%d.%d.%d\n", |
| HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart), |
| HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart)); |
| |
| IDirect3D9_Release(d3d); |
| |
| test_sanity(); |
| depth_clamp_test(); |
| stretchrect_test(); |
| lighting_test(); |
| test_specular_lighting(); |
| clear_test(); |
| color_fill_test(); |
| fog_test(); |
| test_cube_wrap(); |
| z_range_test(); |
| maxmip_test(); |
| offscreen_test(); |
| ds_size_test(); |
| test_blend(); |
| shademode_test(); |
| srgbtexture_test(); |
| release_buffer_test(); |
| float_texture_test(); |
| g16r16_texture_test(); |
| pixelshader_blending_test(); |
| texture_transform_flags_test(); |
| autogen_mipmap_test(); |
| fixed_function_decl_test(); |
| conditional_np2_repeat_test(); |
| fixed_function_bumpmap_test(); |
| pointsize_test(); |
| tssargtemp_test(); |
| np2_stretch_rect_test(); |
| yuv_color_test(); |
| yuv_layout_test(); |
| zwriteenable_test(); |
| alphatest_test(); |
| viewport_test(); |
| test_constant_clamp_vs(); |
| test_compare_instructions(); |
| test_mova(); |
| loop_index_test(); |
| sincos_test(); |
| sgn_test(); |
| clip_planes_test(); |
| test_vshader_input(); |
| test_vshader_float16(); |
| stream_test(); |
| fog_with_shader_test(); |
| texbem_test(); |
| texdepth_test(); |
| texkill_test(); |
| volume_v16u16_test(); |
| constant_clamp_ps_test(); |
| cnd_test(); |
| dp2add_ps_test(); |
| unbound_sampler_test(); |
| nested_loop_test(); |
| pretransformed_varying_test(); |
| vface_register_test(); |
| test_fragment_coords(); |
| multiple_rendertargets_test(); |
| texop_test(); |
| texop_range_test(); |
| alphareplicate_test(); |
| dp3_alpha_test(); |
| depth_buffer_test(); |
| depth_buffer2_test(); |
| depth_blit_test(); |
| intz_test(); |
| shadow_test(); |
| fp_special_test(); |
| depth_bounds_test(); |
| srgbwrite_format_test(); |
| update_surface_test(); |
| multisample_get_rtdata_test(); |
| zenable_test(); |
| fog_special_test(); |
| volume_srgb_test(); |
| volume_dxt5_test(); |
| add_dirty_rect_test(); |
| multisampled_depth_buffer_test(); |
| resz_test(); |
| stencil_cull_test(); |
| test_per_stage_constant(); |
| test_3dc_formats(); |
| test_fog_interpolation(); |
| test_negative_fixedfunction_fog(); |
| test_position_index(); |
| test_table_fog_zw(); |
| test_signed_formats(); |
| test_multisample_mismatch(); |
| test_texcoordindex(); |
| test_vertex_blending(); |
| test_updatetexture(); |
| test_depthbias(); |
| } |