| /* |
| * Copyright (C) 2005 Henri Verbeet |
| * Copyright (C) 2007, 2009, 2011-2013 Stefan Dösinger(for CodeWeavers) |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| /* See comment in dlls/d3d9/tests/visual.c for general guidelines */ |
| |
| #include <math.h> |
| |
| #define COBJMACROS |
| #include <d3d8.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) |
| { |
| RECT rect; |
| |
| SetRect(&rect, 0, 0, 640, 480); |
| AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE); |
| return CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, |
| 0, 0, rect.right - rect.left, rect.bottom - rect.top, 0, 0, 0, 0); |
| } |
| |
| static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) |
| { |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| return TRUE; |
| } |
| |
| static BOOL adapter_is_warp(const D3DADAPTER_IDENTIFIER8 *identifier) |
| { |
| return !strcmp(identifier->Driver, "d3d10warp.dll"); |
| } |
| |
| struct surface_readback |
| { |
| IDirect3DSurface8 *surface; |
| D3DLOCKED_RECT locked_rect; |
| }; |
| |
| static void get_rt_readback(IDirect3DSurface8 *surface, struct surface_readback *rb) |
| { |
| IDirect3DTexture8 *tex = NULL; |
| IDirect3DDevice8 *device; |
| D3DSURFACE_DESC desc; |
| HRESULT hr; |
| |
| memset(rb, 0, sizeof(*rb)); |
| hr = IDirect3DSurface8_GetDevice(surface, &device); |
| ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); |
| hr = IDirect3DSurface8_GetDesc(surface, &desc); |
| ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &tex); |
| if (FAILED(hr) || !tex) |
| { |
| trace("Can't create an offscreen plain surface to read the render target data, hr %#x.\n", hr); |
| goto error; |
| } |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &rb->surface); |
| if (FAILED(hr)) |
| { |
| trace("Can't get surface from texture, hr %#x.\n", hr); |
| goto error; |
| } |
| hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, rb->surface, NULL); |
| if (FAILED(hr)) |
| { |
| trace("Can't read the render target, hr %#x.\n", hr); |
| goto error; |
| } |
| hr = IDirect3DSurface8_LockRect(rb->surface, &rb->locked_rect, NULL, D3DLOCK_READONLY); |
| if (FAILED(hr)) |
| { |
| trace("Can't lock the offscreen surface, hr %#x.\n", hr); |
| goto error; |
| } |
| IDirect3DTexture8_Release(tex); |
| IDirect3DDevice8_Release(device); |
| return; |
| |
| error: |
| if (rb->surface) |
| IDirect3DSurface8_Release(rb->surface); |
| rb->surface = NULL; |
| if (tex) |
| IDirect3DTexture8_Release(tex); |
| IDirect3DDevice8_Release(device); |
| } |
| |
| static DWORD get_readback_color(struct surface_readback *rb, unsigned int x, unsigned int y) |
| { |
| return rb->locked_rect.pBits |
| ? ((DWORD *)rb->locked_rect.pBits)[y * rb->locked_rect.Pitch / sizeof(DWORD) + x] : 0xdeadbeef; |
| } |
| |
| static void release_surface_readback(struct surface_readback *rb) |
| { |
| HRESULT hr; |
| |
| if (!rb->surface) |
| return; |
| if (rb->locked_rect.pBits && FAILED(hr = IDirect3DSurface8_UnlockRect(rb->surface))) |
| trace("Can't unlock the offscreen surface, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(rb->surface); |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| IDirect3DSurface8 *rt; |
| struct surface_readback rb; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice8_GetRenderTarget(device, &rt); |
| if (FAILED(hr)) |
| { |
| trace("Can't get the render target, hr %#x.\n", hr); |
| return 0xdeadbeef; |
| } |
| |
| get_rt_readback(rt, &rb); |
| /* 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 = get_readback_color(&rb, x, y) & 0x00ffffff; |
| release_surface_readback(&rb); |
| |
| IDirect3DSurface8_Release(rt); |
| return ret; |
| } |
| |
| static D3DCOLOR get_surface_color(IDirect3DSurface8 *surface, UINT x, UINT y) |
| { |
| DWORD color; |
| HRESULT hr; |
| D3DSURFACE_DESC desc; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| D3DLOCKED_RECT lockedRect; |
| |
| hr = IDirect3DSurface8_GetDesc(surface, &desc); |
| ok(SUCCEEDED(hr), "Failed to get surface description, hr=%#x.\n", hr); |
| |
| hr = IDirect3DSurface8_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); |
| ok(SUCCEEDED(hr), "Failed to lock surface, hr=%#x.\n", hr); |
| |
| switch(desc.Format) |
| { |
| case D3DFMT_A8R8G8B8: |
| color = ((D3DCOLOR *)lockedRect.pBits)[0]; |
| break; |
| |
| default: |
| trace("Error: unknown surface format: %u.\n", desc.Format); |
| color = 0xdeadbeef; |
| break; |
| } |
| |
| hr = IDirect3DSurface8_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "Failed to unlock surface, hr=%#x.\n", hr); |
| |
| return color; |
| } |
| |
| static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND focus_window, BOOL windowed) |
| { |
| D3DPRESENT_PARAMETERS present_parameters = {0}; |
| IDirect3DDevice8 *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(IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, |
| D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) |
| return device; |
| |
| return NULL; |
| } |
| |
| static void test_sanity(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 1.0f, 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void lighting_test(void) |
| { |
| DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; |
| DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| unsigned int i; |
| |
| 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}, |
| }; |
| 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 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 |
| { |
| 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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, fvf); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| /* No lights are defined... That means, lit vertices should be entirely black. */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetVertexShader(device, nfvf); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 right quad - unlit with normals */ |
| ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */ |
| ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix); |
| ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_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); |
| } |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_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 D3DLIGHT8 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, |
| }, |
| point_side = |
| { |
| 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}, |
| {-1.1f, 0.0f, 1.1f}, |
| {0.0f, 0.0f, 0.0f}, |
| 100.0f, |
| 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}, |
| }, |
| expected_point_side[] = |
| { |
| {160, 120, 0x00000000}, |
| {320, 120, 0x00000000}, |
| {480, 120, 0x00000000}, |
| {160, 240, 0x00000000}, |
| {320, 240, 0x00000000}, |
| {480, 240, 0x00000000}, |
| {160, 360, 0x00000000}, |
| {320, 360, 0x00000000}, |
| {480, 360, 0x00000000}, |
| }; |
| static const struct |
| { |
| const D3DLIGHT8 *light; |
| BOOL local_viewer; |
| float specular_power; |
| const struct expected_color *expected; |
| unsigned int expected_count; |
| } |
| tests[] = |
| { |
| {&directional, FALSE, 30.0f, expected_directional, |
| sizeof(expected_directional) / sizeof(expected_directional[0])}, |
| {&directional, TRUE, 30.0f, expected_directional_local, |
| sizeof(expected_directional_local) / sizeof(expected_directional_local[0])}, |
| {&point, FALSE, 30.0f, expected_point, |
| sizeof(expected_point) / sizeof(expected_point[0])}, |
| {&point, TRUE, 30.0f, expected_point_local, |
| sizeof(expected_point_local) / sizeof(expected_point_local[0])}, |
| {&spot, FALSE, 30.0f, expected_spot, |
| sizeof(expected_spot) / sizeof(expected_spot[0])}, |
| {&spot, TRUE, 30.0f, expected_spot_local, |
| sizeof(expected_spot_local) / sizeof(expected_spot_local[0])}, |
| {&point_range, FALSE, 30.0f, expected_point_range, |
| sizeof(expected_point_range) / sizeof(expected_point_range[0])}, |
| {&point_side, TRUE, 0.0f, expected_point_side, |
| sizeof(expected_point_side) / sizeof(expected_point_side[0])}, |
| }; |
| IDirect3DDevice8 *device; |
| D3DMATERIAL8 material; |
| IDirect3D8 *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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); |
| ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); |
| ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, fvf); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetLight(device, 0, tests[i].light); |
| ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer); |
| ok(SUCCEEDED(hr), "Failed to set local viewer state, 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 = tests[i].specular_power; |
| hr = IDirect3DDevice8_SetMaterial(device, &material); |
| ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| HeapFree(GetProcessHeap(), 0, indices); |
| HeapFree(GetProcessHeap(), 0, quad); |
| } |
| |
| static void clear_test(void) |
| { |
| /* Tests the correctness of clearing parameters */ |
| D3DRECT rect_negneg, rect[2]; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| /* Positive x, negative y */ |
| rect[0].x1 = 0; |
| rect[0].y1 = 480; |
| rect[0].x2 = 320; |
| rect[0].y2 = 240; |
| |
| /* Positive x, positive y */ |
| rect[1].x1 = 0; |
| rect[1].y1 = 0; |
| rect[1].x2 = 320; |
| rect[1].y2 = 240; |
| /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle |
| * is ignored, the positive is still cleared afterwards |
| */ |
| hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| /* negative x, negative y */ |
| rect_negneg.x1 = 640; |
| rect_negneg.y1 = 240; |
| rect_negneg.x2 = 320; |
| rect_negneg.y2 = 0; |
| hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad */ |
| ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); /* lower right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| |
| rect[0].x1 = 0; |
| rect[0].y1 = 0; |
| rect[0].x2 = 640; |
| rect[0].y2 = 480; |
| hr = IDirect3DDevice8_Clear(device, 0, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_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); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_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); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fog_test(void) |
| { |
| float start = 0.0f, end = 1.0f; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| |
| /* 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}, |
| }, |
| 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 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}; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); |
| /* 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 = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); |
| |
| /* Start = 0, end = 1. Should be default, but set them */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| /* Untransformed, vertex fog = NONE, table fog = NONE: |
| * Read the fog weighting from the specular color. */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* This makes it use the Z value. */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| /* Untransformed, vertex fog != none (or table fog != none): |
| * Use the Z value as input into the equation. */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| /* Transformed vertices. */ |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: |
| * Use specular color alpha component. */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| /* Transformed, table fog != none, vertex anything: |
| * Use Z value as input to the fog equation. */ |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_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), 1), |
| "Untransformed vertex with no table or vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), |
| "Untransformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0xFF, 0x00), 1), |
| "Transformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), |
| "Transformed vertex with linear table fog has color %08x\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) |
| { |
| /* A simple fog + non-identity world matrix test */ |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Fogged out quad has color %08x\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test fog behavior with an orthogonal (but not identity) projection matrix */ |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_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); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| } |
| else |
| { |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); |
| } |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| /* This tests fog in combination with shaders. |
| * What's tested: linear fog (vertex and table) with pixel shader |
| * linear table fog with non foggy vertex shader |
| * vertex fog with foggy vertex shader, non-linear |
| * fog with shader, non-linear fog with foggy shader, |
| * linear table fog with foggy shader */ |
| static void fog_with_shader_test(void) |
| { |
| /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */ |
| DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; |
| DWORD pixel_shader[2] = {0, 0}; |
| IDirect3DDevice8 *device; |
| unsigned int i, j; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| 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[] = |
| { |
| 0xfffe0100, /* vs.1.0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff |
| }; |
| /* Basic vertex shader with reversed fog computation ("foggy") */ |
| static const DWORD vertex_shader_code2[] = |
| { |
| 0xfffe0100, /* vs.1.0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ |
| 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */ |
| 0x0000ffff |
| }; |
| /* Basic pixel shader */ |
| static const DWORD pixel_shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff |
| }; |
| static struct |
| { |
| 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 DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ |
| D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ |
| D3DVSD_END() |
| }; |
| static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f}; |
| /* 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; |
| BOOL uninitialized_reg; |
| unsigned int color[11]; |
| } |
| test_data[] = |
| { |
| /* Only pixel shader */ |
| {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Vertex shader */ |
| {1, 0, D3DFOG_NONE, D3DFOG_NONE, TRUE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Vertex shader and pixel shader */ |
| /* The next 4 tests would read the fog coord output, but it isn't available. |
| * The result is a fully fogged quad, no matter what the Z coord is. */ |
| {1, 1, D3DFOG_NONE, D3DFOG_NONE, TRUE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, TRUE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP, D3DFOG_NONE, TRUE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP2, D3DFOG_NONE, TRUE, |
| {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, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Non-linear table fog without fog coord */ |
| {1, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE, |
| {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, |
| 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, |
| {1, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE, |
| {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, FALSE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_EXP, D3DFOG_NONE, FALSE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_EXP2, D3DFOG_NONE, FALSE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Foggy vertex shader and pixel shader. First 4 tests with vertex fog, |
| * all using the fixed fog-coord linear fog */ |
| {2, 1, D3DFOG_NONE, D3DFOG_NONE, FALSE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_EXP, D3DFOG_NONE, FALSE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_EXP2, D3DFOG_NONE, FALSE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, |
| {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, FALSE, |
| {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, |
| 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, |
| {2, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE, |
| {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, |
| 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, |
| {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, |
| {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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("No vs_1_1 / ps_1_1 support, skipping tests.\n"); |
| IDirect3DDevice8_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 constant. */ |
| 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 = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| |
| /* Set shader constant value */ |
| hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[2]); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_constant, 1); |
| ok(hr == D3D_OK, "Setting vertex shader constant failed (%08x)\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr); |
| |
| /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i); |
| ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i); |
| ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); |
| |
| for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); ++i) |
| { |
| hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[test_data[i].pshader]); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); |
| ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr); |
| |
| for(j = 0; j < 11; ++j) |
| { |
| /* Don't use the whole zrange to prevent rounding errors */ |
| quad[0].position.z = 0.001f + j / 10.02f; |
| quad[1].position.z = 0.001f + j / 10.02f; |
| quad[2].position.z = 0.001f + j / 10.02f; |
| quad[3].position.z = 0.001f + j / 10.02f; |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); |
| |
| /* As the red and green component are the result of blending use 5% tolerance on the expected value */ |
| color = getPixelColor(device, 128, 240); |
| ok(color_match(color, test_data[i].color[j], 13) || broken(test_data[i].uninitialized_reg), |
| "fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", |
| test_data[i].vshader, test_data[i].pshader, |
| test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]); |
| } |
| } |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]); |
| IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); |
| IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void cnd_test(void) |
| { |
| DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2; |
| DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue; |
| DWORD shader_11, shader_12, shader_13, shader_14; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| DWORD color; |
| HWND window; |
| 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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_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"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12, &shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13, &shader_13); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14, &shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); |
| hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_13); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader 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 %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 %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 %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 %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 %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 %08x, expected 0x00000000\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1_coi, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); |
| hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2_coi, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue_2); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); |
| |
| IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue_2); |
| IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue_2); |
| IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue_2); |
| IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue_2); |
| IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue); |
| IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue); |
| IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue); |
| IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue); |
| IDirect3DDevice8_DeletePixelShader(device, shader_14); |
| IDirect3DDevice8_DeletePixelShader(device, shader_13); |
| IDirect3DDevice8_DeletePixelShader(device, shader_12); |
| IDirect3DDevice8_DeletePixelShader(device, shader_11); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void z_range_test(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| DWORD shader; |
| 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 */ |
| 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}; |
| static const DWORD vertex_declaration[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), |
| D3DVSD_END() |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| /* Test the untransformed vertex path */ |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* 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 = IDirect3DDevice8_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\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1); |
| ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); |
| ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1); |
| ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, 0); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DeleteVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); |
| |
| /* 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_scalar_instructions(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| unsigned int i; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| DWORD shader; |
| HWND window; |
| HRESULT hr; |
| |
| 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 DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* dcl_position v0 */ |
| D3DVSD_CONST(0, 1), 0x3e800000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.25, 0.5, 1.0, 2.0 */ |
| D3DVSD_END() |
| }; |
| static const DWORD rcp_test[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make Windows happy. */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */ |
| 0x0000ffff /* END */ |
| }; |
| static const DWORD rsq_test[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make Windows happy. */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */ |
| 0x0000ffff /* END */ |
| }; |
| static const DWORD exp_test[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make Windows happy. */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000000e, 0x800f0000, 0xa0e40000, /* exp r0, c0 */ |
| 0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */ |
| 0x0000ffff, /* END */ |
| }; |
| static const DWORD expp_test[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make Windows happy. */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000004e, 0x800f0000, 0xa0e40000, /* expp r0, c0 */ |
| 0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */ |
| 0x0000ffff, /* END */ |
| }; |
| static const DWORD log_test[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make Windows happy. */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000000f, 0xd00f0000, 0xa0e40000, /* log oD0, c0 */ |
| 0x0000ffff, /* END */ |
| }; |
| static const DWORD logp_test[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ |
| 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ |
| 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ |
| 0x00303030, /* enough to make Windows happy. */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000004f, 0xd00f0000, 0xa0e40000, /* logp oD0, c0 */ |
| 0x0000ffff, /* END */ |
| }; |
| static const struct |
| { |
| const char *name; |
| const DWORD *byte_code; |
| D3DCOLOR color; |
| /* Some drivers, including Intel HD4000 10.18.10.3345 and VMware SVGA |
| * 3D 7.14.1.5025, use the .x component instead of the .w one. */ |
| D3DCOLOR broken_color; |
| } |
| test_data[] = |
| { |
| {"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, |
| {"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, |
| {"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xd6, 0xd6, 0xd6)}, |
| {"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, |
| {"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, |
| {"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_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"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) |
| { |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0); |
| ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#x.\n", test_data[i].name, hr); |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, test_data[i].byte_code, &shader, 0); |
| ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#x.\n", test_data[i].name, hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#x.\n", test_data[i].name, hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#x.\n", test_data[i].name, hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, test_data[i].color, 4) || broken(color_match(color, test_data[i].broken_color, 4)), |
| "%s: Got unexpected color 0x%08x, expected 0x%08x.\n", |
| test_data[i].name, color, test_data[i].color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, 0); |
| ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); |
| hr = IDirect3DDevice8_DeleteVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#x.\n", test_data[i].name, hr); |
| } |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void offscreen_test(void) |
| { |
| IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; |
| IDirect3DTexture8 *offscreenTexture; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); |
| if (!offscreenTexture) |
| { |
| trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); |
| hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); |
| if (!offscreenTexture) |
| { |
| skip("Cannot create an offscreen render target.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| } |
| |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); |
| ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); |
| |
| hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)offscreenTexture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| /* This time with the texture .*/ |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| /* 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); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DSurface8_Release(backbuffer); |
| IDirect3DTexture8_Release(offscreenTexture); |
| IDirect3DSurface8_Release(offscreen); |
| IDirect3DSurface8_Release(depthstencil); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_blend(void) |
| { |
| IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; |
| IDirect3DTexture8 *offscreenTexture; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); |
| 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 = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), |
| "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), |
| "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), |
| "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); |
| |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), |
| "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DSurface8_Release(backbuffer); |
| IDirect3DTexture8_Release(offscreenTexture); |
| IDirect3DSurface8_Release(offscreen); |
| IDirect3DSurface8_Release(depthstencil); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void p8_texture_test(void) |
| { |
| IDirect3DTexture8 *texture, *texture2; |
| IDirect3DDevice8 *device; |
| PALETTEENTRY table[256]; |
| unsigned char *data; |
| D3DLOCKED_RECT lr; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| |
| static const float quad[] = |
| { |
| -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| static const float quad2[] = |
| { |
| -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, |
| -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, |
| 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 (IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) |
| { |
| skip("D3DFMT_P8 textures not supported.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture2); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); |
| data = lr.pBits; |
| *data = 1; |
| hr = IDirect3DTexture8_UnlockRect(texture2, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); |
| data = lr.pBits; |
| *data = 1; |
| hr = IDirect3DTexture8_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| |
| /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE; |
| alpha of every entry is set to 1.0, which MS says is required when there's no |
| D3DPTEXTURECAPS_ALPHAPALETTE capability */ |
| for (i = 0; i < 256; i++) { |
| table[i].peRed = table[i].peGreen = table[i].peBlue = 0; |
| table[i].peFlags = 0xff; |
| } |
| table[1].peRed = 0xff; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| table[1].peRed = 0; |
| table[1].peBlue = 0xff; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); |
| ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); |
| ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 32, 32); |
| ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 32, 320); |
| ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 32, 32); |
| ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); |
| |
| /* Test palettes with alpha */ |
| IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) { |
| skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n"); |
| } else { |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); |
| |
| for (i = 0; i < 256; i++) { |
| table[i].peRed = table[i].peGreen = table[i].peBlue = 0; |
| table[i].peFlags = 0xff; |
| } |
| table[1].peRed = 0xff; |
| table[1].peFlags = 0x80; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| table[1].peRed = 0; |
| table[1].peBlue = 0xff; |
| table[1].peFlags = 0x80; |
| hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); |
| ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); |
| ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); |
| ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 32, 32); |
| ok(color_match(color, 0x00800000, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 32, 320); |
| ok(color_match(color, 0x00000080, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); |
| } |
| |
| IDirect3DTexture8_Release(texture); |
| IDirect3DTexture8_Release(texture2); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void texop_test(void) |
| { |
| IDirect3DTexture8 *texture; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| unsigned int i; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct { |
| float x, y, z; |
| D3DCOLOR diffuse; |
| float s, t; |
| } quad[] = { |
| {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f}, |
| {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f}, |
| { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f}, |
| { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f} |
| }; |
| |
| static const struct { |
| D3DTEXTUREOP op; |
| const char *name; |
| DWORD caps_flag; |
| D3DCOLOR result; |
| } test_data[] = { |
| {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, |
| {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)}, |
| {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)}, |
| {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, |
| {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, |
| |
| {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)}, |
| {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| |
| {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, |
| {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, |
| {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, |
| {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)}, |
| {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)}, |
| {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, |
| {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, |
| {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)}, |
| {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)}, |
| {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, |
| {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)}, |
| /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */ |
| {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)}, |
| {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)}, |
| {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0); |
| ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); |
| hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); |
| hr = IDirect3DTexture8_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) |
| { |
| if (!(caps.TextureOpCaps & test_data[i].caps_flag)) |
| { |
| skip("tex operation %s not supported\n", test_data[i].name); |
| continue; |
| } |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); |
| ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", |
| test_data[i].name, color, test_data[i].result); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| } |
| |
| IDirect3DTexture8_Release(texture); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_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) |
| { |
| IDirect3DDevice8 *device; |
| D3DVIEWPORT8 vp; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_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 = IDirect3DDevice8_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) |
| { |
| color = getPixelColor(device, 75, 75); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 150); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| } |
| else |
| { |
| color = getPixelColor(device, 75, 75); |
| ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 150); |
| ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void depth_buffer_test(void) |
| { |
| IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; |
| IDirect3DSurface8 *depth_stencil; |
| IDirect3DDevice8 *device; |
| unsigned int i, j; |
| D3DVIEWPORT8 vp; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| 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, 0.50f}, 0xffff00ff}, |
| {{ 1.0f, 1.0f, 0.50f}, 0xffff00ff}, |
| {{-1.0f, -1.0f, 0.50f}, 0xffff00ff}, |
| {{ 1.0f, -1.0f, 0.50f}, 0xffff00ff}, |
| }, |
| quad3[] = |
| { |
| {{-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}, |
| }; |
| static const DWORD expected_colors[4][4] = |
| { |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, |
| {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt1); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt2); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt3); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| unsigned int x = 80 * ((2 * j) + 1); |
| unsigned int y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, expected_colors[i][j], 0), |
| "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface8_Release(depth_stencil); |
| IDirect3DSurface8_Release(backbuffer); |
| IDirect3DSurface8_Release(rt3); |
| IDirect3DSurface8_Release(rt2); |
| IDirect3DSurface8_Release(rt1); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_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) |
| { |
| IDirect3DSurface8 *backbuffer, *rt1, *rt2; |
| IDirect3DSurface8 *depth_stencil; |
| IDirect3DDevice8 *device; |
| unsigned int i, j; |
| D3DVIEWPORT8 vp; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| 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}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt1); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt2); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| unsigned int x = 80 * ((2 * j) + 1); |
| unsigned int y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface8_Release(depth_stencil); |
| IDirect3DSurface8_Release(backbuffer); |
| IDirect3DSurface8_Release(rt2); |
| IDirect3DSurface8_Release(rt1); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void intz_test(void) |
| { |
| IDirect3DSurface8 *original_rt, *rt; |
| struct surface_readback rb; |
| IDirect3DTexture8 *texture; |
| IDirect3DDevice8 *device; |
| IDirect3DSurface8 *ds; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| DWORD ps; |
| UINT i; |
| |
| static const DWORD ps_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 0.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000042, 0xb00f0001, /* tex t1 */ |
| 0x00000005, 0xb00f0000, 0xa0e40000, 0xb0e40000, /* mul t0, c0, t0 */ |
| 0x00000004, 0x800f0000, 0xa0e40001, 0xb0e40001, 0xb0e40000, /* mad r0, c1, t1, t0 */ |
| 0x0000ffff, /* end */ |
| }; |
| static const struct |
| { |
| float x, y, z; |
| float s0, t0, p0; |
| float s1, t1, p1, q1; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_1[] = |
| { |
| { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_2[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }; |
| static const struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 80, 100, 0x20204020}, |
| {240, 100, 0x6060bf60}, |
| {400, 100, 0x9f9f409f}, |
| {560, 100, 0xdfdfbfdf}, |
| { 80, 450, 0x20204020}, |
| {240, 450, 0x6060bf60}, |
| {400, 450, 0x9f9f409f}, |
| {560, 450, 0xdfdfbfdf}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("No pixel shader 1.1 support, skipping INTZ test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| if (FAILED(hr = IDirect3D8_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"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 |
| | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, |
| D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| /* Render offscreen, using the INTZ texture as depth buffer */ |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(ds); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| get_rt_readback(original_rt, &rb); |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = get_readback_color(&rb, 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); |
| } |
| release_surface_readback(&rb); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture8_Release(texture); |
| |
| /* Render onscreen while using the INTZ texture as depth buffer */ |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(ds); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| get_rt_readback(original_rt, &rb); |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = get_readback_color(&rb, 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); |
| } |
| release_surface_readback(&rb); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture8_Release(texture); |
| |
| /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(ds); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| get_rt_readback(original_rt, &rb); |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = get_readback_color(&rb, 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); |
| } |
| release_surface_readback(&rb); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| IDirect3DTexture8_Release(texture); |
| hr = IDirect3DDevice8_DeletePixelShader(device, ps); |
| ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(original_rt); |
| IDirect3DSurface8_Release(rt); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void shadow_test(void) |
| { |
| IDirect3DSurface8 *original_rt, *rt; |
| struct surface_readback rb; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| DWORD ps; |
| UINT i; |
| |
| static const DWORD ps_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 0.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000042, 0xb00f0001, /* tex t1 */ |
| 0x00000005, 0xb00f0000, 0xa0e40000, 0xb0e40000, /* mul t0, c0, t0 */ |
| 0x00000004, 0x800f0000, 0xa0e40001, 0xb0e40001, 0xb0e40000, /* mad r0, c1, t1, t0 */ |
| 0x0000ffff, /* end */ |
| }; |
| static const 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"}, |
| }; |
| static const struct |
| { |
| float x, y, z; |
| float s0, t0, p0; |
| float s1, t1, p1, q1; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f}, |
| }; |
| static const struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| {400, 60, 0x00000000}, |
| {560, 180, 0xffff00ff}, |
| {560, 300, 0xffff00ff}, |
| {400, 420, 0xffffffff}, |
| {240, 420, 0xffffffff}, |
| { 80, 300, 0x00000000}, |
| { 80, 180, 0x00000000}, |
| {240, 60, 0x00000000}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("No pixel shader 1.1 support, skipping shadow test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, FALSE, &rt); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 |
| | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, |
| D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) |
| { |
| D3DFORMAT format = formats[i].format; |
| IDirect3DTexture8 *texture; |
| IDirect3DSurface8 *ds; |
| unsigned int j; |
| |
| if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format))) |
| continue; |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1, |
| D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(ds); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Do the actual shadow mapping. */ |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture8_Release(texture); |
| |
| get_rt_readback(original_rt, &rb); |
| for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j) |
| { |
| D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); |
| /* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8, |
| * whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb. |
| * Accept alpha mismatches as broken but make sure to check the color channels. */ |
| ok(color_match(color, expected_colors[j].color, 0) |
| || broken(color_match(color & 0x00ffffff, expected_colors[j].color & 0x00ffffff, 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); |
| } |
| release_surface_readback(&rb); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| } |
| |
| hr = IDirect3DDevice8_DeletePixelShader(device, ps); |
| ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(original_rt); |
| IDirect3DSurface8_Release(rt); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void multisample_copy_rects_test(void) |
| { |
| IDirect3DSurface8 *ds, *ds_plain, *rt, *readback; |
| RECT src_rect = {64, 64, 128, 128}; |
| POINT dst_point = {96, 96}; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, &ds); |
| ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, |
| D3DMULTISAMPLE_NONE, &ds_plain); |
| ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateImageSurface(device, 256, 256, D3DFMT_A8R8G8B8, &readback); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL); |
| ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CopyRects(device, rt, &src_rect, 1, readback, &dst_point); |
| ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); |
| |
| hr = IDirect3DSurface8_LockRect(readback, &locked_rect, NULL, D3DLOCK_READONLY); |
| ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#x.\n", hr); |
| |
| color = *(DWORD *)((BYTE *)locked_rect.pBits + 31 * locked_rect.Pitch + 31 * 4); |
| ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); |
| |
| color = *(DWORD *)((BYTE *)locked_rect.pBits + 127 * locked_rect.Pitch + 127 * 4); |
| ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DSurface8_UnlockRect(readback); |
| ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#x.\n", hr); |
| |
| IDirect3DSurface8_Release(readback); |
| IDirect3DSurface8_Release(ds_plain); |
| IDirect3DSurface8_Release(ds); |
| IDirect3DSurface8_Release(rt); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void resz_test(void) |
| { |
| IDirect3DSurface8 *rt, *original_rt, *ds, *original_ds, *intz_ds; |
| IDirect3DTexture8 *texture; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| DWORD ps, value; |
| unsigned int i; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD ps_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */ |
| 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ |
| 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000042, 0xb00f0001, /* tex t1 */ |
| 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */ |
| 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */ |
| 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */ |
| 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */ |
| 0x0000ffff, /* end */ |
| }; |
| static const struct |
| { |
| float x, y, z; |
| float s0, t0, p0; |
| float s1, t1, p1, q1; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }; |
| static const 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)}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) |
| { |
| skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| if (FAILED(IDirect3D8_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"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| if (FAILED(IDirect3D8_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"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, &ds); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &intz_ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, intz_ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(intz_ds); |
| hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 |
| | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, |
| D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| /* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| /* The destination depth texture has to be bound to sampler 0 */ |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| /* The actual multisampled depth buffer resolve happens here */ |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE, &value); |
| ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Test edge cases - try with no texture at all */ |
| hr = IDirect3DDevice8_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| /* With a non-multisampled depth buffer */ |
| IDirect3DSurface8_Release(ds); |
| IDirect3DSurface8_Release(rt); |
| hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_NONE, &ds); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface8_Release(ds); |
| IDirect3DTexture8_Release(texture); |
| hr = IDirect3DDevice8_DeletePixelShader(device, ps); |
| ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(original_ds); |
| IDirect3DSurface8_Release(original_rt); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void zenable_test(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| UINT x, y; |
| UINT i, j; |
| UINT test; |
| IDirect3DSurface8 *ds, *rt; |
| |
| 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}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetRenderTarget(device, &rt); |
| ok(SUCCEEDED(hr), "Failed to get render target 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 = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); |
| } |
| else |
| { |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| } |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| x = 80 * ((2 * j) + 1); |
| y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, 0x0000ff00, 1) |
| || broken(color_match(color, expected_broken[i * 4 + j], 1) && !test), |
| "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| } |
| |
| IDirect3DSurface8_Release(ds); |
| IDirect3DSurface8_Release(rt); |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) |
| && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| static const DWORD vs_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const struct vec3 quad[] = |
| { |
| {-1.0f, -1.0f, -0.5f}, |
| {-1.0f, 1.0f, -0.5f}, |
| { 1.0f, -1.0f, 1.5f}, |
| { 1.0f, 1.0f, 1.5f}, |
| }; |
| static const D3DCOLOR expected[] = |
| { |
| 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, |
| 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, |
| 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, |
| 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, |
| }; |
| /* 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, |
| }; |
| static const DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), |
| D3DVSD_END() |
| }; |
| DWORD vs, ps; |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| x = 80 * ((2 * j) + 1); |
| y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, expected[i * 4 + j], 1) |
| || 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DeletePixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DeleteVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); |
| } |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fog_special_test(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| unsigned int i; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| DWORD ps, vs; |
| HWND window; |
| HRESULT hr; |
| union |
| { |
| float f; |
| DWORD d; |
| } conv; |
| |
| 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_decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ |
| D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ |
| D3DVSD_END() |
| }; |
| static const DWORD vertex_shader_code[] = |
| { |
| 0xfffe0101, /* vs.1.1 */ |
| 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, |
| }}}; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| skip("Vertex Shaders not supported, skipping some fog tests.\n"); |
| vs = 0; |
| } |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) |
| { |
| hr = IDirect3DDevice8_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 = 0; |
| } |
| |
| /* 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 = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); |
| ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); |
| |
| conv.f = 0.5f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| } |
| else if (vs) |
| { |
| hr = IDirect3DDevice8_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| continue; |
| } |
| |
| if (!tests[i].ps) |
| { |
| hr = IDirect3DDevice8_SetPixelShader(device, 0); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| } |
| else if (ps) |
| { |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| continue; |
| } |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); |
| ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); |
| ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| } |
| |
| if (vs) |
| IDirect3DDevice8_DeleteVertexShader(device, vs); |
| if (ps) |
| IDirect3DDevice8_DeletePixelShader(device, ps); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void volume_dxt5_test(void) |
| { |
| IDirect3DVolumeTexture8 *texture; |
| IDirect3DDevice8 *device; |
| D3DLOCKED_BOX box; |
| IDirect3D8 *d3d; |
| unsigned int i; |
| D3DCOLOR color; |
| ULONG refcount; |
| 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 = create_window(); |
| d3d = Direct3DCreate8(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 (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5))) |
| { |
| skip("Volume DXT5 textures are not supported, skipping test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5, |
| D3DPOOL_MANAGED, &texture); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DVolumeTexture8_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 = IDirect3DVolumeTexture8_UnlockBox(texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; i++) |
| { |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| IDirect3DVolumeTexture8_Release(texture); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void volume_v16u16_test(void) |
| { |
| IDirect3DVolumeTexture8 *texture; |
| IDirect3DDevice8 *device; |
| D3DLOCKED_BOX box; |
| IDirect3D8 *d3d; |
| unsigned int i; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| DWORD shader; |
| SHORT *texel; |
| 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 = create_window(); |
| d3d = Direct3DCreate8(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 (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16))) |
| { |
| skip("Volume V16U16 textures are not supported, skipping test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) |
| { |
| skip("No pixel shader 1.1 support, skipping test.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_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 = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, |
| pool, &texture); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DVolumeTexture8_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 = IDirect3DVolumeTexture8_UnlockBox(texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); |
| |
| if (i) |
| { |
| IDirect3DVolumeTexture8 *texture2; |
| |
| hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, |
| D3DPOOL_DEFAULT, &texture2); |
| ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, |
| (IDirect3DBaseTexture8 *)texture2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| |
| IDirect3DVolumeTexture8_Release(texture); |
| texture = texture2; |
| } |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DVolumeTexture8_Release(texture); |
| } |
| |
| hr = IDirect3DDevice8_DeletePixelShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags) |
| { |
| D3DSURFACE_DESC desc; |
| D3DLOCKED_RECT l; |
| HRESULT hr; |
| unsigned int x, y; |
| DWORD *mem; |
| |
| hr = IDirect3DSurface8_GetDesc(surface, &desc); |
| ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); |
| hr = IDirect3DSurface8_LockRect(surface, &l, NULL, flags); |
| ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\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 = IDirect3DSurface8_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); |
| } |
| |
| static void add_dirty_rect_test_draw(IDirect3DDevice8 *device) |
| { |
| HRESULT hr; |
| static const struct |
| { |
| struct vec3 position; |
| struct vec2 texcoord; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, |
| {{-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}, {1.0f, 1.0f}}, |
| }; |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| } |
| |
| static void add_dirty_rect_test(void) |
| { |
| IDirect3DTexture8 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, |
| *tex_managed, *tex_dynamic; |
| IDirect3DSurface8 *surface_dst2, *surface_src_green, *surface_src_red, |
| *surface_managed0, *surface_managed1, *surface_dynamic; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| unsigned int i; |
| D3DCOLOR color; |
| ULONG refcount; |
| DWORD *texel; |
| HWND window; |
| HRESULT hr; |
| |
| static const RECT part_rect = {96, 96, 160, 160}; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_DEFAULT, &tex_dst1); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_DEFAULT, &tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_SYSTEMMEM, &tex_src_red); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_SYSTEMMEM, &tex_src_green); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 2, 0, D3DFMT_X8R8G8B8, |
| D3DPOOL_MANAGED, &tex_managed); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, D3DUSAGE_DYNAMIC, |
| D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dynamic); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_red, 0, &surface_src_red); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed0); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 1, &surface_managed1); |
| ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_GetSurfaceLevel(tex_dynamic, 0, &surface_dynamic); |
| 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 = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to set mip filter, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, |
| (IDirect3DBaseTexture8 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)tex_dst2); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* AddDirtyRect on the destination is ignored. */ |
| hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, &part_rect); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_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 = IDirect3DTexture8_AddDirtyRect(tex_src_green, &part_rect); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_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 = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_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 = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_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 = IDirect3DTexture8_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 = IDirect3DTexture8_UnlockRect(tex_src_green, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_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 = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, |
| (IDirect3DBaseTexture8 *)tex_dst1); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* UpdateSurface ignores the missing dirty marker. */ |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, |
| (IDirect3DBaseTexture8 *)tex_dst2); |
| hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Tests with managed textures. */ |
| fill_surface(surface_managed0, 0x00ff0000, 0); |
| fill_surface(surface_managed1, 0x00ff0000, 0); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice8_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_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); |
| fill_surface(surface_managed1, 0x000000ff, 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice8_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 = IDirect3DTexture8_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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* So does ResourceManagerDiscardBytes. */ |
| fill_surface(surface_managed0, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); |
| fill_surface(surface_managed1, 0x00ff00ff, D3DLOCK_NO_DIRTY_UPDATE); |
| hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0); |
| 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, 0x00ff00ff, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Tests with dynamic textures */ |
| fill_surface(surface_dynamic, 0x0000ffff, 0); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dynamic); |
| 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, 0x0000ffff, 1), |
| "Expected color 0x0000ffff, got 0x%08x.\n", color); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Dynamic textures don't honor D3DLOCK_NO_DIRTY_UPDATE. */ |
| fill_surface(surface_dynamic, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); |
| add_dirty_rect_test_draw(device); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ffff00, 1), |
| "Expected color 0x00ffff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* AddDirtyRect on a locked texture is allowed. */ |
| hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| /* Redundant AddDirtyRect calls are ok. */ |
| hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); |
| ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); |
| |
| IDirect3DSurface8_Release(surface_dst2); |
| IDirect3DSurface8_Release(surface_managed1); |
| IDirect3DSurface8_Release(surface_managed0); |
| IDirect3DSurface8_Release(surface_src_red); |
| IDirect3DSurface8_Release(surface_src_green); |
| IDirect3DSurface8_Release(surface_dynamic); |
| IDirect3DTexture8_Release(tex_src_red); |
| IDirect3DTexture8_Release(tex_src_green); |
| IDirect3DTexture8_Release(tex_dst1); |
| IDirect3DTexture8_Release(tex_dst2); |
| IDirect3DTexture8_Release(tex_managed); |
| IDirect3DTexture8_Release(tex_dynamic); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_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}, |
| }; |
| IDirect3D8 *d3d; |
| IDirect3DDevice8 *device; |
| IDirect3DTexture8 *ati1n_texture, *ati2n_texture; |
| D3DCAPS8 caps; |
| D3DLOCKED_RECT rect; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| unsigned int i; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D8_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(IDirect3D8_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 = IDirect3DDevice8_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"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc, |
| D3DPOOL_MANAGED, &ati1n_texture); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_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 = IDirect3DTexture8_UnlockRect(ati1n_texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc, |
| D3DPOOL_MANAGED, &ati2n_texture); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_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 = IDirect3DTexture8_UnlockRect(ati2n_texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati1n_texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati2n_texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| IDirect3DTexture8_Release(ati2n_texture); |
| IDirect3DTexture8_Release(ati1n_texture); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_fog_interpolation(void) |
| { |
| HRESULT hr; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *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 |
| }}}; |
| D3DCAPS8 caps; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| conv.f = 5.0; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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); |
| todo_wine_if (tests[i].todo) |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| } |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_negative_fixedfunction_fog(void) |
| { |
| HRESULT hr; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *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}, |
| }; |
| D3DCAPS8 caps; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| } |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_table_fog_zw(void) |
| { |
| HRESULT hr; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| HWND window; |
| D3DCOLOR color; |
| D3DCAPS8 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 = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(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 = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| } |
| |
| done: |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_signed_formats(void) |
| { |
| IDirect3DDevice8 *device; |
| HWND window; |
| HRESULT hr; |
| unsigned int i, j, x, y; |
| IDirect3DTexture8 *texture, *texture_sysmem; |
| D3DLOCKED_RECT locked_rect; |
| DWORD shader, shader_alpha; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| D3DCAPS8 caps; |
| ULONG refcount; |
| |
| /* See comments in the d3d9 version of this test for an |
| * explanation of these values. */ |
| 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}, |
| }; |
| 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; |
| } |
| tests[] = |
| { |
| {D3DPOOL_SYSTEMMEM, 4}, |
| {D3DPOOL_SYSTEMMEM, 1}, |
| {D3DPOOL_MANAGED, 4}, |
| {D3DPOOL_MANAGED, 1}, |
| }; |
| 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}, |
| }; |
| D3DCOLOR expected_color; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3D8_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 = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, |
| formats[i].format, tests[j].pool, &texture); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_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 = IDirect3DTexture8_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| if (tests[j].pool == D3DPOOL_SYSTEMMEM) |
| { |
| texture_sysmem = texture; |
| hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, |
| formats[i].format, D3DPOOL_DEFAULT, &texture); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture_sysmem, |
| (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); |
| IDirect3DTexture8_Release(texture_sysmem); |
| } |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, shader_alpha); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (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, test %u, location %ux%u.\n", |
| expected_color, color, formats[i].name, j, x, y); |
| } |
| } |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, shader); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (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, test %u, location %ux%u.\n", |
| expected_color, color, formats[i].name, j, x, y); |
| } |
| } |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DTexture8_Release(texture); |
| } |
| } |
| |
| IDirect3DDevice8_DeletePixelShader(device, shader); |
| IDirect3DDevice8_DeletePixelShader(device, shader_alpha); |
| |
| done: |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_updatetexture(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| HWND window; |
| HRESULT hr; |
| IDirect3DBaseTexture8 *src, *dst; |
| unsigned int t, i, f, l, x, y, z; |
| D3DLOCKED_RECT locked_rect; |
| D3DLOCKED_BOX locked_box; |
| ULONG refcount; |
| D3DCAPS8 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 */ |
| /* 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}, /* 15 */ |
| {8, 8, 8, 8, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 16 */ |
| {8, 8, 2, 2, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 17 */ |
| }; |
| 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 = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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(IDirect3D8_CheckDeviceFormat(d3d, 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 = IDirect3DDevice8_SetVertexShader(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 = IDirect3DDevice8_CreateTexture(device, |
| tests[i].src_width, tests[i].src_height, |
| tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, |
| (IDirect3DTexture8 **)&src); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| hr = IDirect3DDevice8_CreateTexture(device, |
| tests[i].dst_width, tests[i].dst_height, |
| tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, |
| (IDirect3DTexture8 **)&dst); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| hr = IDirect3DDevice8_CreateCubeTexture(device, |
| tests[i].src_width, |
| tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, |
| (IDirect3DCubeTexture8 **)&src); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| hr = IDirect3DDevice8_CreateCubeTexture(device, |
| tests[i].dst_width, |
| tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, |
| (IDirect3DCubeTexture8 **)&dst); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| hr = IDirect3DDevice8_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, |
| (IDirect3DVolumeTexture8 **)&src); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); |
| hr = IDirect3DDevice8_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, |
| (IDirect3DVolumeTexture8 **)&dst); |
| 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 = IDirect3DTexture8_LockRect((IDirect3DTexture8 *)src, |
| l, &locked_rect, NULL, 0); |
| ptr = locked_rect.pBits; |
| row_pitch = locked_rect.Pitch / sizeof(*ptr); |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| hr = IDirect3DCubeTexture8_LockRect((IDirect3DCubeTexture8 *)src, |
| f, l, &locked_rect, NULL, 0); |
| ptr = locked_rect.pBits; |
| row_pitch = locked_rect.Pitch / sizeof(*ptr); |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| hr = IDirect3DVolumeTexture8_LockBox((IDirect3DVolumeTexture8 *)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 = IDirect3DTexture8_UnlockRect((IDirect3DTexture8 *)src, l); |
| break; |
| case D3DRTYPE_CUBETEXTURE: |
| hr = IDirect3DCubeTexture8_UnlockRect((IDirect3DCubeTexture8 *)src, f, l); |
| break; |
| case D3DRTYPE_VOLUMETEXTURE: |
| hr = IDirect3DVolumeTexture8_UnlockBox((IDirect3DVolumeTexture8 *)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 = IDirect3DDevice8_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); |
| IDirect3DBaseTexture8_Release(src); |
| IDirect3DBaseTexture8_Release(dst); |
| continue; |
| } |
| ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); |
| |
| if (do_visual_test) |
| { |
| hr = IDirect3DDevice8_SetTexture(device, 0, dst); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, |
| texture_types[t].quad, texture_types[t].vertex_size); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok (color_match(color, 0x007f7f00, 3) || broken(tests[i].broken) |
| || broken(color == 0x00adbeef), /* WARP device often just breaks down. */ |
| "Got unexpected color 0x%08x, case %u, %u.\n", color, t, i); |
| } |
| |
| IDirect3DBaseTexture8_Release(src); |
| IDirect3DBaseTexture8_Release(dst); |
| } |
| } |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static BOOL point_match(IDirect3DDevice8 *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 test_pointsize(void) |
| { |
| static const float a = 0.5f, b = 0.5f, c = 0.5f; |
| float ptsize, ptsizemax_orig, ptsizemin_orig; |
| IDirect3DSurface8 *rt, *backbuffer, *depthstencil; |
| IDirect3DTexture8 *tex1, *tex2; |
| IDirect3DDevice8 *device; |
| DWORD vs, ps; |
| D3DLOCKED_RECT lr; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| unsigned int i, j; |
| |
| 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 decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ |
| D3DVSD_END() |
| }, |
| decl_psize[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ |
| D3DVSD_REG(1, D3DVSDT_FLOAT1), /* point size, v1 */ |
| D3DVSD_END() |
| }; |
| static const DWORD vshader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 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 */ |
| 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 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}, |
| nops = {0, NULL}, |
| ps1 = {D3DPS_VERSION(1, 1), pshader_code}; |
| static const struct |
| { |
| const DWORD *decl; |
| const struct test_shader *vs; |
| const struct test_shader *ps; |
| DWORD accepted_fvf; |
| unsigned int nonscaled_size, scaled_size; |
| } |
| test_setups[] = |
| { |
| {NULL, &novs, &nops, D3DFVF_XYZ, 32, 62}, |
| {decl, &vs1, &ps1, D3DFVF_XYZ, 32, 32}, |
| {NULL, &novs, &ps1, D3DFVF_XYZ, 32, 62}, |
| {decl, &vs1, &nops, D3DFVF_XYZ, 32, 32}, |
| {NULL, &novs, &nops, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 48}, |
| {decl_psize, &vs1_psize, &ps1, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24}, |
| }; |
| 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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| if (caps.MaxPointSize < 32.0f) |
| { |
| skip("MaxPointSize %f < 32.0, skipping.\n", caps.MaxPointSize); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| /* The r500 Windows driver needs a draw with regular texture coordinates at least once during the |
| * device's lifetime, otherwise texture coordinate generation only works for texture 0. */ |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr=%#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, vertices, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); |
| ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| ptsize = 15.0f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| ptsize = 31.0f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| ptsize = 30.75f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| ptsize = 62.75f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| } |
| |
| ptsize = 1.0f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig); |
| ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| ptsize = 1.0f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| ptsize = 15.0f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig); |
| ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_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 >= 63.0f) |
| { |
| 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"); |
| |
| IDirect3DDevice8_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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture8_LockRect(tex1, 0, &lr, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); |
| hr = IDirect3DTexture8_UnlockRect(tex1, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture8_LockRect(tex2, 0, &lr, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); |
| hr = IDirect3DTexture8_UnlockRect(tex2, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex1); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)tex2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable point sprites, hr %#x.\n", hr); |
| ptsize = 32.0f; |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set point size, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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); |
| IDirect3DDevice8_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 = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); |
| ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); |
| ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); |
| ok(SUCCEEDED(hr), "Failed to get depth / stencil buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, TRUE, &rt); |
| ok(SUCCEEDED(hr), "Failed to create a render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_A, *(DWORD *)&a); |
| ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_B, *(DWORD *)&b); |
| ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c); |
| ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShaderConstant(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; |
| } |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt, depthstencil); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_CreateVertexShader(device, test_setups[i].decl, test_setups[i].vs->code, &vs, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); |
| } |
| else |
| { |
| vs = 0; |
| } |
| if (test_setups[i].ps->code) |
| { |
| hr = IDirect3DDevice8_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 = 0; |
| } |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, vs ? vs : test_setups[i].accepted_fvf); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j) |
| { |
| 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 = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); |
| ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALEENABLE, tests[j].scale); |
| ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, |
| tests[j].vertex_data, tests[j].vertex_size); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 |
| { |
| struct surface_readback rb; |
| |
| get_rt_readback(rt, &rb); |
| color = get_readback_color(&rb, 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 = get_readback_color(&rb, 64 + size / 2 - 1, 64 - size / 2 + 1); |
| ok(color_match(color, 0x00ffff00, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = get_readback_color(&rb, 64 - size / 2 + 1, 64 + size / 2 - 1); |
| ok(color_match(color, 0x00000000, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = get_readback_color(&rb, 64 + size / 2 - 1, 64 + size / 2 - 1); |
| ok(color_match(color, 0x0000ff00, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| |
| color = get_readback_color(&rb, 64 - size / 2 - 1, 64 - size / 2 - 1); |
| ok(color_match(color, 0xff00ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = get_readback_color(&rb, 64 + size / 2 + 1, 64 - size / 2 - 1); |
| ok(color_match(color, 0xff00ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = get_readback_color(&rb, 64 - size / 2 - 1, 64 + size / 2 + 1); |
| ok(color_match(color, 0xff00ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| color = get_readback_color(&rb, 64 + size / 2 + 1, 64 + size / 2 + 1); |
| ok(color_match(color, 0xff00ffff, 0), |
| "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); |
| |
| release_surface_readback(&rb); |
| } |
| } |
| IDirect3DDevice8_SetVertexShader(device, 0); |
| IDirect3DDevice8_SetPixelShader(device, 0); |
| if (vs) |
| IDirect3DDevice8_DeleteVertexShader(device, vs); |
| if (ps) |
| IDirect3DDevice8_DeletePixelShader(device, ps); |
| } |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| cleanup: |
| IDirect3DSurface8_Release(backbuffer); |
| IDirect3DSurface8_Release(depthstencil); |
| IDirect3DSurface8_Release(rt); |
| |
| IDirect3DTexture8_Release(tex1); |
| IDirect3DTexture8_Release(tex2); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_multisample_mismatch(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| HWND window; |
| HRESULT hr; |
| ULONG refcount; |
| IDirect3DSurface8 *rt_multi, *ds; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample mismatch test.\n"); |
| IDirect3D8_Release(d3d); |
| return; |
| } |
| |
| if (!(device = create_device(d3d, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt_multi); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, rt_multi, ds); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| IDirect3DSurface8_Release(ds); |
| IDirect3DSurface8_Release(rt_multi); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_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}}, |
| }; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| HWND window; |
| HRESULT hr; |
| IDirect3DTexture8 *texture1, *texture2; |
| D3DLOCKED_RECT locked_rect; |
| ULONG refcount; |
| D3DCOLOR color; |
| DWORD *ptr; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_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 = IDirect3DTexture8_UnlockRect(texture1, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture8_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 = IDirect3DTexture8_UnlockRect(texture2, 0); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture1); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture2); |
| ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX3); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, 1); |
| ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0); |
| ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE1, &mat); |
| ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); |
| ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2); |
| ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DTexture8_Release(texture1); |
| IDirect3DTexture8_Release(texture2); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_vshader_input(void) |
| { |
| DWORD swapped_twotexcrd_shader, swapped_onetexcrd_shader = 0; |
| DWORD swapped_twotex_wrongidx_shader = 0, swapped_twotexcrd_rightorder_shader; |
| DWORD texcoord_color_shader, color_ubyte_shader, color_color_shader, color_float_shader; |
| DWORD color_nocolor_shader = 0; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| DWORD color; |
| HWND window; |
| HRESULT hr; |
| |
| static const DWORD swapped_shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 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 texcoord_color_shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40007, /* mov oD0, v7 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD color_color_shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40005, /* mul oD0, c0, v5 */ |
| 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 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 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 DWORD decl_twotexcrd[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ |
| D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */ |
| D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */ |
| D3DVSD_END() |
| }; |
| static const DWORD decl_twotexcrd_rightorder[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ |
| D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord0 */ |
| D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord1 */ |
| D3DVSD_END() |
| }; |
| static const DWORD decl_onetexcrd[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ |
| D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */ |
| D3DVSD_END() |
| }; |
| static const DWORD decl_twotexcrd_wrongidx[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ |
| D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */ |
| D3DVSD_REG(3, D3DVSDT_FLOAT4), /* texcoord2 */ |
| D3DVSD_END() |
| }; |
| static const DWORD decl_texcoord_color[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ |
| D3DVSD_REG(7, D3DVSDT_D3DCOLOR), /* texcoord0 */ |
| D3DVSD_END() |
| }; |
| static const DWORD decl_color_color[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ |
| D3DVSD_REG(5, D3DVSDT_D3DCOLOR), /* diffuse */ |
| D3DVSD_END() |
| }; |
| static const DWORD decl_color_ubyte[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), |
| D3DVSD_REG(5, D3DVSDT_UBYTE4), |
| D3DVSD_END() |
| }; |
| static const DWORD decl_color_float[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), |
| D3DVSD_REG(5, D3DVSDT_FLOAT4), |
| D3DVSD_END() |
| }; |
| static const DWORD decl_nocolor[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), |
| D3DVSD_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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_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"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd, swapped_shader_code, &swapped_twotexcrd_shader, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_onetexcrd, swapped_shader_code, &swapped_onetexcrd_shader, 0); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_wrongidx, swapped_shader_code, &swapped_twotex_wrongidx_shader, 0); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_rightorder, swapped_shader_code, &swapped_twotexcrd_rightorder_shader, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_texcoord_color, texcoord_color_shader_code, &texcoord_color_shader, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_ubyte, color_color_shader_code, &color_ubyte_shader, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_color, color_color_shader_code, &color_color_shader, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_float, color_color_shader_code, &color_float_shader, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl_nocolor, color_color_shader_code, &color_nocolor_shader, 0); |
| todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_rightorder_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00ffff80, 1), "Got unexpected color 0x%08x for quad 1 (2crd).\n", color); |
| color = getPixelColor(device, 480, 160); |
| ok(color == 0x00000000, "Got unexpected color 0x%08x for quad 4 (2crd-rightorder).\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, texcoord_color_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, color_ubyte_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, normalize, 1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, no_normalize, 1); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, color_color_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, color_float_shader); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| IDirect3DDevice8_SetVertexShader(device, 0); |
| |
| 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, swapped_onetexcrd_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, swapped_twotex_wrongidx_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_rightorder_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, texcoord_color_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, color_ubyte_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, color_color_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, color_float_shader); |
| IDirect3DDevice8_DeleteVertexShader(device, color_nocolor_shader); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_fixed_function_fvf(void) |
| { |
| IDirect3DDevice8 *device; |
| DWORD color; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad1[] = |
| { |
| {{-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}, |
| }; |
| static const struct vec3 quad2[] = |
| { |
| {-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 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 = create_window(); |
| d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffff00, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test with no diffuse color attribute. */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad2, sizeof(quad2[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no diffuse attribute test.\n", color); |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test what happens with specular lighting enabled and no specular color attribute. */ |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad1, sizeof(quad1[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffff00, "Got unexpected color 0x%08x in the no specular attribute test.\n", color); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_transformed, sizeof(quad_transformed[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| 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); |
| |
| IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_flip(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| IDirect3DSurface8 *back_buffers[3], *test_surface; |
| unsigned int i; |
| D3DCOLOR color; |
| D3DPRESENT_PARAMETERS present_parameters = {0}; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.hDeviceWindow = window; |
| present_parameters.Windowed = TRUE; |
| present_parameters.BackBufferCount = 3; |
| present_parameters.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; |
| hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); |
| if (!device) |
| { |
| skip("Failed to create a D3D device, skipping tests.\n"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) |
| { |
| hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); |
| ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); |
| } |
| hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| ok(test_surface == back_buffers[0], "Expected render target %p, got %p.\n", back_buffers[0], test_surface); |
| IDirect3DSurface8_Release(test_surface); |
| |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[0], NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[2], NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| /* Render target is unmodified. */ |
| hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| ok(test_surface == back_buffers[2], "Expected render target %p, got %p.\n", back_buffers[2], test_surface); |
| IDirect3DSurface8_Release(test_surface); |
| |
| /* Backbuffer surface pointers are unmodified */ |
| for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) |
| { |
| hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &test_surface); |
| ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); |
| ok(test_surface == back_buffers[i], "Expected back buffer %u = %p, got %p.\n", |
| i, back_buffers[i], test_surface); |
| IDirect3DSurface8_Release(test_surface); |
| } |
| |
| /* Contents were changed. */ |
| color = get_surface_color(back_buffers[0], 1, 1); |
| ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); |
| color = get_surface_color(back_buffers[1], 1, 1); |
| ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| color = get_surface_color(back_buffers[0], 1, 1); |
| ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); |
| color = get_surface_color(back_buffers[1], 1, 1); |
| ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| color = get_surface_color(back_buffers[0], 1, 1); |
| ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); |
| |
| for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) |
| IDirect3DSurface8_Release(back_buffers[i]); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample flip test.\n"); |
| goto done; |
| } |
| |
| present_parameters.BackBufferCount = 2; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; |
| present_parameters.Flags = 0; |
| hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); |
| |
| for (i = 0; i < present_parameters.BackBufferCount; ++i) |
| { |
| hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); |
| ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); |
| } |
| |
| hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, TRUE, &test_surface); |
| ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CopyRects(device, back_buffers[0], NULL, 0, test_surface, NULL); |
| ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); |
| |
| color = get_surface_color(test_surface, 1, 1); |
| ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); |
| |
| IDirect3DSurface8_Release(test_surface); |
| for (i = 0; i < present_parameters.BackBufferCount; ++i) |
| IDirect3DSurface8_Release(back_buffers[i]); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_uninitialized_varyings(void) |
| { |
| 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 struct vec3 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 DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(0, D3DVSDT_FLOAT3), |
| D3DVSD_CONST(0, 1), 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ |
| D3DVSD_END() |
| }; |
| static const DWORD vs1_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff |
| }; |
| static const DWORD vs1_partial_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd0010000, 0xa0e40000, /* mov oD0.x, c0 */ |
| 0x00000001, 0xd0010001, 0xa0e40000, /* mov oD1.x, c0 */ |
| 0x00000001, 0xe0010000, 0xa0e40000, /* mov oT0.x, c0 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps1_diffuse_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps1_specular_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40001, /* mov r0, v1 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps1_texcoord_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000040, 0xb00f0000, /* texcoord t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x0000ffff |
| }; |
| static const struct |
| { |
| DWORD vs_version; |
| const DWORD *vs; |
| DWORD ps_version; |
| const DWORD *ps; |
| D3DCOLOR expected; |
| BOOL allow_zero_alpha; |
| BOOL partial; |
| BOOL broken_warp; |
| } |
| /* On AMD specular color is generally initialized to 0x00000000 and texcoords to 0xff000000 |
| * while on Nvidia it's the opposite. Just allow both. |
| * |
| * Partially initialized varyings reliably handle the component that has been initialized. |
| * The uninitialized components generally follow the rule above, with some exceptions on |
| * radeon cards. r500 and r600 GPUs have been found to set uninitialized components to 0.0, |
| * 0.5 and 1.0 without a sensible pattern. */ |
| tests[] = |
| { |
| {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0xffffffff}, |
| { 0, NULL, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, |
| {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xffffffff}, |
| {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, FALSE, TRUE}, |
| {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, |
| {D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE}, |
| {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE}, |
| {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE, TRUE}, |
| {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE, TRUE}, |
| }; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| HWND window; |
| HRESULT hr; |
| DWORD vs, ps; |
| unsigned int i; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| IDirect3DSurface8 *backbuffer; |
| D3DADAPTER_IDENTIFIER8 identifier; |
| struct surface_readback rb; |
| D3DCOLOR color; |
| BOOL warp; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); |
| ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); |
| warp = adapter_is_warp(&identifier); |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); |
| ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); |
| ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) |
| { |
| if (caps.VertexShaderVersion < tests[i].vs_version |
| || caps.PixelShaderVersion < tests[i].ps_version) |
| { |
| skip("Vertex / pixel shader version not supported, skipping test %u.\n", i); |
| continue; |
| } |
| if (tests[i].vs) |
| { |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); |
| hr = IDirect3DDevice8_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| vs = 0; |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| } |
| if (tests[i].ps) |
| { |
| hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); |
| } |
| else |
| { |
| ps = 0; |
| } |
| |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| get_rt_readback(backbuffer, &rb); |
| color = get_readback_color(&rb, 320, 240); |
| ok(color_match(color, tests[i].expected, 1) |
| || (tests[i].allow_zero_alpha && color_match(color, tests[i].expected & 0x00ffffff, 1)) |
| || (broken(warp && tests[i].broken_warp)) |
| || broken(tests[i].partial && color_match(color & 0x00ff0000, tests[i].expected & 0x00ff0000, 1)), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| release_surface_readback(&rb); |
| |
| if (vs) |
| IDirect3DDevice8_DeleteVertexShader(device, vs); |
| if (ps) |
| IDirect3DDevice8_DeletePixelShader(device, ps); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DSurface8_Release(backbuffer); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_shademode(void) |
| { |
| IDirect3DVertexBuffer8 *vb_strip; |
| IDirect3DVertexBuffer8 *vb_list; |
| IDirect3DDevice8 *device; |
| DWORD color0, color1; |
| BYTE *data = NULL; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| DWORD vs, ps; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| static const DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), |
| D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), |
| D3DVSD_END() |
| }; |
| static const DWORD vs1_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40005, /* mov oD0, v5 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps1_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff |
| }; |
| 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}, |
| }; |
| static const struct test_shader |
| { |
| DWORD version; |
| const DWORD *code; |
| } |
| novs = {0, NULL}, |
| vs_1 = {D3DVS_VERSION(1, 1), vs1_code}, |
| nops = {0, NULL}, |
| ps_1 = {D3DPS_VERSION(1, 1), ps1_code}; |
| static const struct |
| { |
| const struct test_shader *vs, *ps; |
| DWORD primtype; |
| DWORD shademode; |
| DWORD color0, color1; |
| } |
| tests[] = |
| { |
| {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, |
| {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, |
| {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, |
| {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, |
| {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, |
| {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, |
| {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, |
| {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, |
| {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, |
| {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, |
| {&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, |
| {&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip); |
| ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); |
| hr = IDirect3DVertexBuffer8_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); |
| ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); |
| memcpy(data, quad_strip, sizeof(quad_strip)); |
| hr = IDirect3DVertexBuffer8_Unlock(vb_strip); |
| ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list); |
| ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); |
| hr = IDirect3DVertexBuffer8_Lock(vb_list, 0, sizeof(quad_list), &data, 0); |
| ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); |
| memcpy(data, quad_list, sizeof(quad_list)); |
| hr = IDirect3DVertexBuffer8_Unlock(vb_list); |
| ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\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. */ |
| |
| for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) |
| { |
| if (tests[i].vs->version) |
| { |
| if (caps.VertexShaderVersion >= tests[i].vs->version) |
| { |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs->code, &vs, 0); |
| ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, vs); |
| ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| skip("Shader version unsupported, skipping some tests.\n"); |
| continue; |
| } |
| } |
| else |
| { |
| vs = 0; |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr); |
| } |
| if (tests[i].ps->version) |
| { |
| if (caps.PixelShaderVersion >= tests[i].ps->version) |
| { |
| hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps->code, &ps); |
| ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); |
| } |
| else |
| { |
| skip("Shader version unsupported, skipping some tests.\n"); |
| if (vs) |
| { |
| IDirect3DDevice8_SetVertexShader(device, 0); |
| IDirect3DDevice8_DeleteVertexShader(device, vs); |
| } |
| continue; |
| } |
| } |
| else |
| { |
| ps = 0; |
| } |
| |
| hr = IDirect3DDevice8_SetStreamSource(device, 0, |
| tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, sizeof(quad_strip[0])); |
| ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode); |
| ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitive(device, tests[i].primtype, 0, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ |
| color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ |
| |
| /* For D3DSHADE_FLAT it should take the color of the first vertex of |
| * each triangle. This requires EXT_provoking_vertex or similar |
| * functionality being available. */ |
| /* PHONG should be the same as GOURAUD, since no hardware implements |
| * this. */ |
| ok(color_match(color0, tests[i].color0, 1), "Test %u shading has color0 %08x, expected %08x.\n", |
| i, color0, tests[i].color0); |
| ok(color_match(color1, tests[i].color1, 1), "Test %u shading has color1 %08x, expected %08x.\n", |
| i, color1, tests[i].color1); |
| |
| IDirect3DDevice8_SetVertexShader(device, 0); |
| IDirect3DDevice8_SetPixelShader(device, 0); |
| |
| if (ps) |
| IDirect3DDevice8_DeletePixelShader(device, ps); |
| if (vs) |
| IDirect3DDevice8_DeleteVertexShader(device, vs); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); |
| |
| IDirect3DVertexBuffer8_Release(vb_strip); |
| IDirect3DVertexBuffer8_Release(vb_list); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_multisample_init(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| IDirect3DSurface8 *back, *multi; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| D3DCOLOR color; |
| unsigned int x, y; |
| struct surface_readback rb; |
| BOOL all_zero = TRUE; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(D3D_SDK_VERSION); |
| ok(!!d3d, "Failed to create a D3D object.\n"); |
| |
| if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample init 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 = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &back); |
| ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, FALSE, &multi); |
| ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CopyRects(device, multi, NULL, 0, back, NULL); |
| ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); |
| |
| get_rt_readback(back, &rb); |
| for (y = 0; y < 480; ++y) |
| { |
| for (x = 0; x < 640; ++x) |
| { |
| color = get_readback_color(&rb, x, y); |
| if (!color_match(color, 0x00000000, 0)) |
| { |
| all_zero = FALSE; |
| break; |
| } |
| } |
| if (!all_zero) |
| break; |
| } |
| release_surface_readback(&rb); |
| ok(all_zero, "Got unexpected color 0x%08x, position %ux%u.\n", color, x, y); |
| |
| IDirect3DSurface8_Release(multi); |
| IDirect3DSurface8_Release(back); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_texture_blending(void) |
| { |
| #define STATE_END() {0xffffffff, 0xffffffff} |
| #define IS_STATE_END(s) (s.name == 0xffffffff && s.value == 0xffffffff) |
| |
| IDirect3DTexture8 *texture_bumpmap, *texture_red; |
| IDirect3DSurface8 *backbuffer; |
| struct surface_readback rb; |
| D3DLOCKED_RECT locked_rect; |
| IDirect3DDevice8 *device; |
| unsigned int i, j, k; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, |
| {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, |
| {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, |
| {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, |
| }; |
| |
| static const float bumpenvmat[4] = {1.0f, 1.0f, 0.0f, 0.0f}; |
| |
| struct texture_stage_state |
| { |
| D3DTEXTURESTAGESTATETYPE name; |
| DWORD value; |
| }; |
| |
| struct texture_stage |
| { |
| enum |
| { |
| TEXTURE_INVALID, |
| TEXTURE_NONE, |
| TEXTURE_BUMPMAP, |
| TEXTURE_RED, |
| } |
| texture; |
| struct texture_stage_state state[20]; |
| }; |
| |
| static const struct texture_stage default_stage_state = |
| { |
| TEXTURE_NONE, |
| { |
| {D3DTSS_COLOROP, D3DTOP_DISABLE}, |
| {D3DTSS_COLORARG1, D3DTA_TEXTURE}, |
| {D3DTSS_COLORARG2, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAOP, D3DTOP_DISABLE}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, |
| {D3DTSS_ALPHAARG2, D3DTA_CURRENT}, |
| {D3DTSS_BUMPENVMAT00, 0}, |
| {D3DTSS_BUMPENVMAT01, 0}, |
| {D3DTSS_BUMPENVMAT10, 0}, |
| {D3DTSS_BUMPENVMAT11, 0}, |
| {D3DTSS_BUMPENVLSCALE, 0}, |
| {D3DTSS_BUMPENVLOFFSET, 0}, |
| {D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE}, |
| {D3DTSS_COLORARG0, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAARG0, D3DTA_CURRENT}, |
| {D3DTSS_RESULTARG, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }; |
| |
| const struct test |
| { |
| DWORD tex_op_caps; |
| D3DCOLOR expected_color; |
| struct texture_stage stage[8]; |
| } |
| tests[] = |
| { |
| { |
| D3DTEXOPCAPS_DISABLE, |
| 0x80ffff02, |
| { |
| { |
| TEXTURE_NONE, |
| { |
| STATE_END(), |
| }, |
| }, |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, |
| 0x80ffff02, |
| { |
| { |
| TEXTURE_NONE, |
| { |
| {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, |
| {D3DTSS_COLORARG1, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, |
| 0x80ffff02, |
| { |
| { |
| TEXTURE_NONE, |
| { |
| {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, |
| {D3DTSS_COLORARG1, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, |
| 0x80ffff02, |
| { |
| { |
| TEXTURE_NONE, |
| { |
| {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, |
| {D3DTSS_COLORARG1, D3DTA_DIFFUSE}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, |
| STATE_END(), |
| }, |
| }, |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, |
| 0x00000000, |
| { |
| { |
| TEXTURE_NONE, |
| { |
| {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, |
| {D3DTSS_COLORARG1, D3DTA_TEMP}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEMP}, |
| STATE_END(), |
| }, |
| }, |
| }, |
| }, |
| |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, |
| 0x80ff0000, |
| { |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, |
| STATE_END(), |
| }, |
| |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_MODULATE}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, |
| 0x80ff0000, |
| { |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_MODULATE}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, |
| 0x80ff0000, |
| { |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEMP}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_MODULATE}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, |
| 0x00ff0000, |
| { |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEMP}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_MODULATE}, |
| {D3DTSS_COLORARG1, D3DTA_TEXTURE}, |
| {D3DTSS_COLORARG2, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEMP}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, |
| 0x80ff0000, |
| { |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_MODULATE}, |
| {D3DTSS_COLORARG1, D3DTA_TEXTURE}, |
| {D3DTSS_COLORARG2, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE |
| | D3DTEXOPCAPS_ADD, |
| 0x80ff0000, |
| { |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_ADD}, |
| {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, |
| {D3DTSS_ALPHAARG2, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_MODULATE}, |
| {D3DTSS_COLORARG1, D3DTA_TEXTURE}, |
| {D3DTSS_COLORARG2, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE |
| | D3DTEXOPCAPS_MODULATE2X, |
| 0x80ffff00, |
| { |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_MODULATE2X}, |
| {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAARG2, D3DTA_DIFFUSE}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_MODULATE}, |
| {D3DTSS_COLORARG1, D3DTA_CURRENT}, |
| {D3DTSS_COLORARG2, D3DTA_CURRENT}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| { |
| D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP, |
| 0x80ffff02, |
| { |
| { |
| TEXTURE_NONE, |
| { |
| {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, |
| {D3DTSS_COLORARG1, D3DTA_DIFFUSE}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, |
| {D3DTSS_RESULTARG, D3DTA_TEMP}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_BUMPMAP, |
| { |
| {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, |
| {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, |
| {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, |
| {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, |
| {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEMP}, |
| {D3DTSS_RESULTARG, D3DTA_TEMP}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_RED, |
| { |
| {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, |
| {D3DTSS_COLORARG1, D3DTA_TEXTURE}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, |
| STATE_END(), |
| }, |
| }, |
| { |
| TEXTURE_NONE, |
| { |
| {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, |
| {D3DTSS_COLORARG1, D3DTA_TEMP}, |
| {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, |
| {D3DTSS_ALPHAARG1, D3DTA_TEMP}, |
| STATE_END(), |
| }, |
| }, |
| {TEXTURE_INVALID} |
| }, |
| }, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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.\n"); |
| goto done; |
| } |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed hr %#x.\n", hr); |
| |
| if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) |
| { |
| skip("D3DPMISCCAPS_TSSARGTEMP not supported.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8))) |
| { |
| skip("D3DFMT_V8U8 not supported for legacy bump mapping.\n"); |
| IDirect3DDevice8_Release(device); |
| goto done; |
| } |
| |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture_bumpmap); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture_red); |
| ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); |
| |
| memset(&locked_rect, 0, sizeof(locked_rect)); |
| hr = IDirect3DTexture8_LockRect(texture_bumpmap, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); |
| *((WORD *)locked_rect.pBits) = 0xff00; |
| hr = IDirect3DTexture8_UnlockRect(texture_bumpmap, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); |
| |
| memset(&locked_rect, 0, sizeof(locked_rect)); |
| hr = IDirect3DTexture8_LockRect(texture_red, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); |
| *((DWORD *)locked_rect.pBits) = 0x00ff0000; |
| hr = IDirect3DTexture8_UnlockRect(texture_red, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) |
| { |
| const struct test *current_test = &tests[i]; |
| |
| if ((caps.TextureOpCaps & current_test->tex_op_caps) != current_test->tex_op_caps) |
| { |
| skip("Texture operations %#x not supported.\n", current_test->tex_op_caps); |
| continue; |
| } |
| |
| for (j = 0; j < caps.MaxTextureBlendStages; ++j) |
| { |
| IDirect3DTexture8 *current_texture = NULL; |
| |
| for (k = 0; !IS_STATE_END(default_stage_state.state[k]); ++k) |
| { |
| hr = IDirect3DDevice8_SetTextureStageState(device, j, |
| default_stage_state.state[k].name, default_stage_state.state[k].value); |
| ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); |
| } |
| |
| if (current_test->stage[j].texture != TEXTURE_INVALID) |
| { |
| const struct texture_stage_state *current_state = current_test->stage[j].state; |
| |
| switch (current_test->stage[j].texture) |
| { |
| case TEXTURE_RED: |
| current_texture = texture_red; |
| break; |
| case TEXTURE_BUMPMAP: |
| current_texture = texture_bumpmap; |
| break; |
| default: |
| current_texture = NULL; |
| break; |
| } |
| |
| for (k = 0; !IS_STATE_END(current_state[k]); ++k) |
| { |
| hr = IDirect3DDevice8_SetTextureStageState(device, j, |
| current_state[k].name, current_state[k].value); |
| ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); |
| } |
| } |
| |
| hr = IDirect3DDevice8_SetTexture(device, j, (IDirect3DBaseTexture8 *)current_texture); |
| ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#x.\n", i, hr); |
| } |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(hr == D3D_OK, "Test %u: IDirect3DDevice8_Clear failed, hr %#x.\n", i, hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#x.\n", i, hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#x.\n", i, hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#x.\n", i, hr); |
| |
| get_rt_readback(backbuffer, &rb); |
| color = get_readback_color(&rb, 320, 240); |
| ok(color_match(color, current_test->expected_color, 1), |
| "Test %u: Got color 0x%08x, expected 0x%08x.\n", i, color, current_test->expected_color); |
| release_surface_readback(&rb); |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#x.\n", i, hr); |
| } |
| |
| IDirect3DTexture8_Release(texture_bumpmap); |
| IDirect3DTexture8_Release(texture_red); |
| IDirect3DSurface8_Release(backbuffer); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_color_clamping(void) |
| { |
| 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 struct vec3 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 DWORD decl[] = |
| { |
| D3DVSD_STREAM(0), |
| D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), |
| D3DVSD_CONST(0, 1), 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */ |
| D3DVSD_END() |
| }; |
| static const DWORD vs1_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */ |
| 0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps1_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */ |
| 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */ |
| 0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */ |
| 0x0000ffff |
| }; |
| static const struct |
| { |
| DWORD vs_version; |
| const DWORD *vs; |
| DWORD ps_version; |
| const DWORD *ps; |
| D3DCOLOR expected, broken; |
| } |
| tests[] = |
| { |
| {0, NULL, 0, NULL, 0x00404040}, |
| {0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080}, |
| {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040}, |
| {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f}, |
| }; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| unsigned int i; |
| ULONG refcount; |
| D3DCOLOR color; |
| D3DCAPS8 caps; |
| DWORD vs, ps; |
| HWND window; |
| HRESULT hr; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); |
| ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); |
| ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); |
| ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040); |
| ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) |
| { |
| if (caps.VertexShaderVersion < tests[i].vs_version |
| || caps.PixelShaderVersion < tests[i].ps_version) |
| { |
| skip("Vertex / pixel shader version not supported, skipping test %u.\n", i); |
| continue; |
| } |
| if (tests[i].vs) |
| { |
| hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); |
| } |
| else |
| { |
| vs = D3DFVF_XYZ; |
| } |
| if (tests[i].ps) |
| { |
| hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); |
| } |
| else |
| { |
| ps = 0; |
| } |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)), |
| "Got unexpected color 0x%08x, case %u.\n", color, i); |
| |
| if (vs != D3DFVF_XYZ) |
| IDirect3DDevice8_DeleteVertexShader(device, vs); |
| if (ps) |
| IDirect3DDevice8_DeletePixelShader(device, ps); |
| } |
| |
| hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_edge_antialiasing_blending(void) |
| { |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d8; |
| ULONG refcount; |
| D3DCOLOR color; |
| D3DCAPS8 caps; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| green_quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, |
| {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, |
| {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, |
| {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, |
| }; |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| red_quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, |
| {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, |
| {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, |
| {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, |
| }; |
| |
| window = create_window(); |
| d3d8 = Direct3DCreate8(D3D_SDK_VERSION); |
| ok(!!d3d8, "Failed to create a D3D object.\n"); |
| if (!(device = create_device(d3d8, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device.\n"); |
| IDirect3D8_Release(d3d8); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); |
| trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD); |
| ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA); |
| ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EDGEANTIALIAS, TRUE); |
| ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d8); |
| DestroyWindow(window); |
| } |
| |
| /* This test shows that 0xffff is valid index in D3D8. */ |
| static void test_max_index16(void) |
| { |
| static const struct vertex |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| green_quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| }; |
| static const unsigned short indices[] = {0, 1, 2, 0xffff}; |
| static const unsigned int vertex_count = 0xffff + 1; |
| |
| D3DADAPTER_IDENTIFIER8 identifier; |
| IDirect3DVertexBuffer8 *vb; |
| IDirect3DIndexBuffer8 *ib; |
| IDirect3DDevice8 *device; |
| struct vertex *vb_data; |
| IDirect3D8 *d3d8; |
| ULONG refcount; |
| D3DCOLOR color; |
| D3DCAPS8 caps; |
| HWND window; |
| BYTE *data; |
| HRESULT hr; |
| BOOL warp; |
| |
| window = create_window(); |
| d3d8 = Direct3DCreate8(D3D_SDK_VERSION); |
| ok(!!d3d8, "Failed to create a D3D object.\n"); |
| |
| hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier); |
| ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); |
| warp = adapter_is_warp(&identifier); |
| |
| if (!(device = create_device(d3d8, window, window, TRUE))) |
| { |
| skip("Failed to create a D3D device.\n"); |
| IDirect3D8_Release(d3d8); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| if (caps.MaxVertexIndex < 0xffff) |
| { |
| skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex); |
| IDirect3DDevice8_Release(device); |
| IDirect3D8_Release(d3d8); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0, |
| D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb); |
| ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, |
| D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib); |
| ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(green_quad), (BYTE **)&vb_data, 0); |
| ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); |
| vb_data[0] = green_quad[0]; |
| vb_data[1] = green_quad[1]; |
| vb_data[2] = green_quad[2]; |
| vb_data[0xffff] = green_quad[3]; |
| hr = IDirect3DVertexBuffer8_Unlock(vb); |
| ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0); |
| ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr); |
| memcpy(data, indices, sizeof(indices)); |
| hr = IDirect3DIndexBuffer8_Unlock(ib); |
| ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetIndices(device, ib, 0); |
| ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(struct vertex)); |
| ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count, 0, 2); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 20, 20); |
| ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 620, 460); |
| ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); |
| |
| IDirect3DIndexBuffer8_Release(ib); |
| IDirect3DVertexBuffer8_Release(vb); |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d8); |
| DestroyWindow(window); |
| } |
| |
| static void test_backbuffer_resize(void) |
| { |
| D3DPRESENT_PARAMETERS present_parameters = {0}; |
| IDirect3DSurface8 *backbuffer; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| D3DCOLOR color; |
| ULONG refcount; |
| HWND window; |
| HRESULT hr; |
| |
| static const struct |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, |
| }; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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.\n"); |
| goto done; |
| } |
| |
| /* Wine d3d8 implementation had a bug which was triggered by a |
| * SetRenderTarget() call with an unreferenced surface. */ |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); |
| refcount = IDirect3DSurface8_Release(backbuffer); |
| ok(!refcount, "Surface has %u references left.\n", refcount); |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_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); |
| |
| present_parameters.BackBufferWidth = 800; |
| present_parameters.BackBufferHeight = 600; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.hDeviceWindow = NULL; |
| present_parameters.Windowed = TRUE; |
| present_parameters.EnableAutoDepthStencil = TRUE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| hr = IDirect3DDevice8_Reset(device, &present_parameters); |
| ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| IDirect3DSurface8_Release(backbuffer); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| color = getPixelColor(device, 1, 1); |
| ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 700, 500); |
| ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| color = getPixelColor(device, 1, 1); |
| ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 700, 500); |
| ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| done: |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| static void test_drawindexedprimitiveup(void) |
| { |
| static const struct vertex |
| { |
| struct vec3 position; |
| DWORD diffuse; |
| } |
| quad[] = |
| { |
| {{-1.0f, -1.0f, 0.1f}, 0xff00ff00}, |
| {{-1.0f, 1.0f, 0.1f}, 0xff0000ff}, |
| {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0xff0000ff}, |
| |
| {{-1.0f, -1.0f, 0.1f}, 0xff0000ff}, |
| {{-1.0f, 1.0f, 0.1f}, 0xff00ff00}, |
| {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, |
| {{ 1.0f, 1.0f, 0.1f}, 0xff00ff00}, |
| }; |
| static const unsigned short indices[] = {0, 1, 2, 3, 4, 5, 6, 7}; |
| IDirect3DDevice8 *device; |
| IDirect3D8 *d3d; |
| ULONG refcount; |
| D3DCOLOR color; |
| HWND window; |
| HRESULT hr; |
| |
| window = create_window(); |
| d3d = Direct3DCreate8(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.\n"); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| return; |
| } |
| |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 4, 4, 2, indices + 4, D3DFMT_INDEX16, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00404080, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice8_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice8_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00408040, 1), "Got unexpected color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x00bf0040, 1), "Got unexpected color 0x%08x.\n", color); |
| |
| refcount = IDirect3DDevice8_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| IDirect3D8_Release(d3d); |
| DestroyWindow(window); |
| } |
| |
| START_TEST(visual) |
| { |
| D3DADAPTER_IDENTIFIER8 identifier; |
| IDirect3D8 *d3d; |
| HRESULT hr; |
| |
| if (!(d3d = Direct3DCreate8(D3D_SDK_VERSION))) |
| { |
| skip("Failed to create D3D8 object.\n"); |
| return; |
| } |
| |
| memset(&identifier, 0, sizeof(identifier)); |
| hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 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("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)); |
| |
| IDirect3D8_Release(d3d); |
| |
| test_sanity(); |
| depth_clamp_test(); |
| lighting_test(); |
| test_specular_lighting(); |
| clear_test(); |
| fog_test(); |
| z_range_test(); |
| offscreen_test(); |
| test_blend(); |
| test_scalar_instructions(); |
| fog_with_shader_test(); |
| cnd_test(); |
| p8_texture_test(); |
| texop_test(); |
| depth_buffer_test(); |
| depth_buffer2_test(); |
| intz_test(); |
| shadow_test(); |
| multisample_copy_rects_test(); |
| zenable_test(); |
| resz_test(); |
| fog_special_test(); |
| volume_dxt5_test(); |
| volume_v16u16_test(); |
| add_dirty_rect_test(); |
| test_3dc_formats(); |
| test_fog_interpolation(); |
| test_negative_fixedfunction_fog(); |
| test_table_fog_zw(); |
| test_signed_formats(); |
| test_updatetexture(); |
| test_pointsize(); |
| test_multisample_mismatch(); |
| test_texcoordindex(); |
| test_vshader_input(); |
| test_fixed_function_fvf(); |
| test_flip(); |
| test_uninitialized_varyings(); |
| test_shademode(); |
| test_multisample_init(); |
| test_texture_blending(); |
| test_color_clamping(); |
| test_edge_antialiasing_blending(); |
| test_max_index16(); |
| test_backbuffer_resize(); |
| test_drawindexedprimitiveup(); |
| } |