| /* |
| * Copyright 2005, 2007-2008 Henri Verbeet |
| * Copyright (C) 2007-2008 Stefan Dösinger(for CodeWeavers) |
| * Copyright (C) 2008 Jason Green(for TransGaming) |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| /* This test framework allows limited testing of rendering results. Things are rendered, shown on |
| * the framebuffer, read back from there and compared to expected colors. |
| * |
| * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test |
| * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough |
| * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with |
| * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that |
| * causes visible results in games can be tested in a way that does not depend on pixel exactness |
| */ |
| |
| #define COBJMACROS |
| #include <d3d9.h> |
| #include "wine/test.h" |
| |
| static HMODULE d3d9_handle = 0; |
| |
| struct vec3 |
| { |
| float x, y, z; |
| }; |
| |
| struct vec4 |
| { |
| float x, y, z, w; |
| }; |
| |
| static HWND create_window(void) |
| { |
| WNDCLASS wc = {0}; |
| HWND ret; |
| wc.lpfnWndProc = DefWindowProc; |
| wc.lpszClassName = "d3d9_test_wc"; |
| RegisterClass(&wc); |
| |
| ret = CreateWindow("d3d9_test_wc", "d3d9_test", |
| WS_SYSMENU | WS_POPUP , 0, 0, 640, 480, 0, 0, 0, 0); |
| ShowWindow(ret, SW_SHOW); |
| return ret; |
| } |
| |
| static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) |
| { |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| c1 >>= 8; c2 >>= 8; |
| if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; |
| return TRUE; |
| } |
| |
| /* Locks a given surface and returns the color at (x,y). It's the caller's |
| * responsibility to only pass in lockable surfaces and valid x,y coordinates */ |
| static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y) |
| { |
| DWORD color; |
| HRESULT hr; |
| D3DSURFACE_DESC desc; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| D3DLOCKED_RECT lockedRect; |
| |
| hr = IDirect3DSurface9_GetDesc(surface, &desc); |
| if(FAILED(hr)) /* This is not a test */ |
| { |
| trace("Can't get the surface description, hr=%08x\n", hr); |
| return 0xdeadbeef; |
| } |
| |
| hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); |
| if(FAILED(hr)) /* This is not a test */ |
| { |
| trace("Can't lock the surface, hr=%08x\n", hr); |
| return 0xdeadbeef; |
| } |
| switch(desc.Format) { |
| case D3DFMT_A8R8G8B8: |
| { |
| color = ((DWORD *) lockedRect.pBits)[0] & 0xffffffff; |
| break; |
| } |
| default: |
| trace("Error: unknown surface format: %d\n", desc.Format); |
| color = 0xdeadbeef; |
| break; |
| } |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the surface, hr=%08x\n", hr); |
| } |
| return color; |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| IDirect3DSurface9 *surf = NULL, *target = NULL; |
| HRESULT hr; |
| D3DLOCKED_RECT lockedRect; |
| RECT rectToLock = {x, y, x+1, y+1}; |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL); |
| if (FAILED(hr) || !surf) |
| { |
| trace("Can't create an offscreen plain surface to read the render target data, hr=%08x\n", hr); |
| return 0xdeadbeef; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); |
| if(FAILED(hr)) |
| { |
| trace("Can't get the render target, hr=%08x\n", hr); |
| ret = 0xdeadbeed; |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTargetData(device, target, surf); |
| if (FAILED(hr)) |
| { |
| trace("Can't read the render target data, hr=%08x\n", hr); |
| ret = 0xdeadbeec; |
| goto out; |
| } |
| |
| hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); |
| if(FAILED(hr)) |
| { |
| trace("Can't lock the offscreen surface, hr=%08x\n", hr); |
| ret = 0xdeadbeeb; |
| goto out; |
| } |
| |
| /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't |
| * really important for these tests |
| */ |
| ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; |
| hr = IDirect3DSurface9_UnlockRect(surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the offscreen surface, hr=%08x\n", hr); |
| } |
| |
| out: |
| if(target) IDirect3DSurface9_Release(target); |
| if(surf) IDirect3DSurface9_Release(surf); |
| return ret; |
| } |
| |
| static IDirect3DDevice9 *init_d3d9(void) |
| { |
| IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0; |
| IDirect3D9 *d3d9_ptr = 0; |
| IDirect3DDevice9 *device_ptr = 0; |
| D3DPRESENT_PARAMETERS present_parameters; |
| HRESULT hr; |
| D3DADAPTER_IDENTIFIER9 identifier; |
| |
| d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9"); |
| ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n"); |
| if (!d3d9_create) return NULL; |
| |
| d3d9_ptr = d3d9_create(D3D_SDK_VERSION); |
| if (!d3d9_ptr) |
| { |
| win_skip("could not create D3D9\n"); |
| return NULL; |
| } |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = TRUE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.EnableAutoDepthStencil = TRUE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| |
| memset(&identifier, 0, sizeof(identifier)); |
| hr = IDirect3D9_GetAdapterIdentifier(d3d9_ptr, 0, 0, &identifier); |
| ok(hr == D3D_OK, "Failed to get adapter identifier description\n"); |
| trace("Driver string: \"%s\"\n", identifier.Driver); |
| trace("Description string: \"%s\"\n", identifier.Description); |
| ok(identifier.Description[0] != '\0', "Empty driver description\n"); |
| trace("Device name string: \"%s\"\n", identifier.DeviceName); |
| ok(identifier.DeviceName[0] != '\0', "Empty device name\n"); |
| trace("Driver version %d.%d.%d.%d\n", |
| HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart), |
| HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart)); |
| |
| hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); |
| ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL, |
| "Failed to create a device, hr %#x.\n", hr); |
| |
| return device_ptr; |
| } |
| |
| static void cleanup_device(IDirect3DDevice9 *device) |
| { |
| if (device) |
| { |
| D3DPRESENT_PARAMETERS present_parameters; |
| IDirect3DSwapChain9 *swapchain; |
| ULONG ref; |
| |
| IDirect3DDevice9_GetSwapChain(device, 0, &swapchain); |
| IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters); |
| IDirect3DSwapChain9_Release(swapchain); |
| ref = IDirect3DDevice9_Release(device); |
| ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); |
| DestroyWindow(present_parameters.hDeviceWindow); |
| } |
| } |
| |
| struct vertex |
| { |
| float x, y, z; |
| DWORD diffuse; |
| }; |
| |
| struct tvertex |
| { |
| float x, y, z, rhw; |
| DWORD diffuse; |
| }; |
| |
| struct nvertex |
| { |
| float x, y, z; |
| float nx, ny, nz; |
| DWORD diffuse; |
| }; |
| |
| static void lighting_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; |
| DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; |
| DWORD color; |
| D3DMATERIAL9 material, old_material; |
| DWORD cop, carg; |
| DWORD old_colorwrite; |
| |
| float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f }; |
| |
| struct vertex unlitquad[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0xffff0000}, |
| {-1.0f, 0.0f, 0.1f, 0xffff0000}, |
| { 0.0f, 0.0f, 0.1f, 0xffff0000}, |
| { 0.0f, -1.0f, 0.1f, 0xffff0000}, |
| }; |
| struct vertex litquad[] = |
| { |
| {-1.0f, 0.0f, 0.1f, 0xff00ff00}, |
| {-1.0f, 1.0f, 0.1f, 0xff00ff00}, |
| { 0.0f, 1.0f, 0.1f, 0xff00ff00}, |
| { 0.0f, 0.0f, 0.1f, 0xff00ff00}, |
| }; |
| struct nvertex unlitnquad[] = |
| { |
| { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| }; |
| struct nvertex litnquad[] = |
| { |
| { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, |
| }; |
| WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Setup some states that may cause issues */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &old_colorwrite); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, fvf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(hr == D3D_OK) |
| { |
| /* No lights are defined... That means, lit vertices should be entirely black */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, nfvf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ |
| ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */ |
| ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 480, 360); /* Lower left quad - unlit with normals */ |
| ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 480, 120); /* Upper left quad - lit with normals */ |
| ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_GetMaterial(device, &old_material); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetMaterial returned %08x\n", hr); |
| memset(&material, 0, sizeof(material)); |
| material.Diffuse.r = 0.0; |
| material.Diffuse.g = 0.0; |
| material.Diffuse.b = 0.0; |
| material.Diffuse.a = 1.0; |
| material.Ambient.r = 0.0; |
| material.Ambient.g = 0.0; |
| material.Ambient.b = 0.0; |
| material.Ambient.a = 0.0; |
| material.Specular.r = 0.0; |
| material.Specular.g = 0.0; |
| material.Specular.b = 0.0; |
| material.Specular.a = 0.0; |
| material.Emissive.r = 0.0; |
| material.Emissive.g = 0.0; |
| material.Emissive.b = 0.0; |
| material.Emissive.a = 0.0; |
| material.Power = 0.0; |
| hr = IDirect3DDevice9_SetMaterial(device, &material); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLOROP, &cop); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr); |
| hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLORARG1, &carg); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| struct vertex lighting_test[] = { |
| {-1.0, -1.0, 0.1, 0x8000ff00}, |
| { 1.0, -1.0, 0.1, 0x80000000}, |
| {-1.0, 1.0, 0.1, 0x8000ff00}, |
| { 1.0, 1.0, 0.1, 0x80000000} |
| }; |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, cop); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, old_colorwrite); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, carg); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetMaterial(device, &old_material); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr); |
| } |
| |
| static void clear_test(IDirect3DDevice9 *device) |
| { |
| /* Tests the correctness of clearing parameters */ |
| HRESULT hr; |
| D3DRECT rect[2]; |
| D3DRECT rect_negneg; |
| DWORD color; |
| D3DVIEWPORT9 old_vp, vp; |
| RECT scissor; |
| DWORD oldColorWrite; |
| BOOL invalid_clear_failed = FALSE; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Positive x, negative y */ |
| rect[0].x1 = 0; |
| rect[0].y1 = 480; |
| rect[0].x2 = 320; |
| rect[0].y2 = 240; |
| |
| /* Positive x, positive y */ |
| rect[1].x1 = 0; |
| rect[1].y1 = 0; |
| rect[1].x2 = 320; |
| rect[1].y2 = 240; |
| /* Clear 2 rectangles with one call. The refrast returns an error in this case, every real driver tested so far |
| * returns D3D_OK, but ignores the rectangle silently |
| */ |
| hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; |
| |
| /* negative x, negative y */ |
| rect_negneg.x1 = 640; |
| rect_negneg.y1 = 240; |
| rect_negneg.x2 = 320; |
| rect_negneg.y2 = 0; |
| hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad */ |
| if(invalid_clear_failed) { |
| /* If the negative rectangle was refused, the other rectangles in the list shouldn't be cleared either */ |
| ok(color == 0x00ffffff, "Clear rectangle 1(pos, pos) has color %08x\n", color); |
| } else { |
| /* If the negative rectangle was dropped silently, the correct ones are cleared */ |
| ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); |
| } |
| color = getPixelColor(device, 480, 360); /* lower right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Hack to work around a nvidia windows driver bug. The clear below is supposed to |
| * clear the red quad in the top left part of the render target. For some reason it |
| * doesn't work if the clear color is 0xffffffff on some versions of the Nvidia Windows |
| * driver(tested on 8.17.12.5896, Win7). A clear with a different color works around |
| * this bug and fixes the clear with the white color. Even 0xfeffffff works, but let's |
| * pick some obvious value |
| */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbabe, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Test how the viewport affects clears */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetViewport(device, &old_vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr); |
| |
| vp.X = 160; |
| vp.Y = 120; |
| vp.Width = 160; |
| vp.Height = 120; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| vp.X = 320; |
| vp.Y = 240; |
| vp.Width = 320; |
| vp.Height = 240; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| rect[0].x1 = 160; |
| rect[0].y1 = 120; |
| rect[0].x2 = 480; |
| rect[0].y2 = 360; |
| hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetViewport(device, &old_vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ffffff, "(158,118) has color %08x\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x00ffffff, "(162,118) has color %08x\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ffffff, "(158,122) has color %08x\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x000000ff, "(162,122) has color %08x\n", color); |
| |
| color = getPixelColor(device, 318, 238); |
| ok(color == 0x000000ff, "(318,238) has color %08x\n", color); |
| color = getPixelColor(device, 322, 238); |
| ok(color == 0x00ffffff, "(322,328) has color %08x\n", color); |
| color = getPixelColor(device, 318, 242); |
| ok(color == 0x00ffffff, "(318,242) has color %08x\n", color); |
| color = getPixelColor(device, 322, 242); |
| ok(color == 0x0000ff00, "(322,242) has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 358); |
| ok(color == 0x0000ff00, "(478,358 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ffffff, "(482,358) has color %08x\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color == 0x00ffffff, "(478,362) has color %08x\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color == 0x00ffffff, "(482,362) has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| scissor.left = 160; |
| scissor.right = 480; |
| scissor.top = 120; |
| scissor.bottom = 360; |
| hr = IDirect3DDevice9_SetScissorRect(device, &scissor); |
| ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &rect[1], D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x00ffffff, "Pixel 162/118 has color %08x\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x00ff0000, "Pixel 162/122 has color %08x\n", color); |
| |
| color = getPixelColor(device, 158, 358); |
| ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); |
| color = getPixelColor(device, 162, 358); |
| ok(color == 0x0000ff00, "Pixel 162/358 has color %08x\n", color); |
| color = getPixelColor(device, 158, 358); |
| ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); |
| color = getPixelColor(device, 162, 362); |
| ok(color == 0x00ffffff, "Pixel 162/362 has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 118); |
| ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); |
| color = getPixelColor(device, 478, 122); |
| ok(color == 0x0000ff00, "Pixel 162/118 has color %08x\n", color); |
| color = getPixelColor(device, 482, 122); |
| ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ffffff, "Pixel 162/122 has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 358); |
| ok(color == 0x0000ff00, "Pixel 478/358 has color %08x\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color == 0x00ffffff, "Pixel 478/118 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); |
| |
| color = getPixelColor(device, 318, 238); |
| ok(color == 0x00ff0000, "Pixel 318/238 has color %08x\n", color); |
| color = getPixelColor(device, 318, 242); |
| ok(color == 0x0000ff00, "Pixel 318/242 has color %08x\n", color); |
| color = getPixelColor(device, 322, 238); |
| ok(color == 0x0000ff00, "Pixel 322/238 has color %08x\n", color); |
| color = getPixelColor(device, 322, 242); |
| ok(color == 0x0000ff00, "Pixel 322/242 has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &oldColorWrite); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| |
| /* Same nvidia windows driver trouble with white clears as earlier in the same test */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbeef, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, oldColorWrite); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); |
| |
| /* Colorwriteenable does not affect the clear */ |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffffff, "Color write protected clear returned color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| } |
| |
| static void color_fill_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3DSurface9 *backbuffer = NULL; |
| IDirect3DSurface9 *rt_surface = NULL; |
| IDirect3DSurface9 *offscreen_surface = NULL; |
| DWORD fill_color, color; |
| |
| /* Test ColorFill on a the backbuffer (should pass) */ |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| if(backbuffer) |
| { |
| fill_color = 0x112233; |
| hr = IDirect3DDevice9_ColorFill(device, backbuffer, NULL, fill_color); |
| ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 0, 0); |
| ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); |
| |
| IDirect3DSurface9_Release(backbuffer); |
| } |
| |
| /* Test ColorFill on a render target surface (should pass) */ |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt_surface, NULL ); |
| ok(hr == D3D_OK, "Unable to create render target surface, hr = %08x\n", hr); |
| if(rt_surface) |
| { |
| fill_color = 0x445566; |
| hr = IDirect3DDevice9_ColorFill(device, rt_surface, NULL, fill_color); |
| ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); |
| |
| color = getPixelColorFromSurface(rt_surface, 0, 0); |
| ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); |
| |
| IDirect3DSurface9_Release(rt_surface); |
| } |
| |
| /* Test ColorFill on a offscreen plain surface in D3DPOOL_DEFAULT (should pass) */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen_surface, NULL); |
| ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); |
| if(offscreen_surface) |
| { |
| fill_color = 0x778899; |
| hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, fill_color); |
| ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); |
| |
| color = getPixelColorFromSurface(offscreen_surface, 0, 0); |
| ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); |
| |
| IDirect3DSurface9_Release(offscreen_surface); |
| } |
| |
| /* Try ColorFill on a offscreen surface in sysmem (should fail) */ |
| offscreen_surface = NULL; |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &offscreen_surface, NULL); |
| ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); |
| if(offscreen_surface) |
| { |
| hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, 0); |
| ok(hr == D3DERR_INVALIDCALL, "ColorFill on offscreen sysmem surface failed with hr = %08x\n", hr); |
| |
| IDirect3DSurface9_Release(offscreen_surface); |
| } |
| } |
| |
| typedef struct { |
| float in[4]; |
| DWORD out; |
| } test_data_t; |
| |
| /* |
| * c7 mova ARGB mov ARGB |
| * -2.4 -2 0x00ffff00 -3 0x00ff0000 |
| * -1.6 -2 0x00ffff00 -2 0x00ffff00 |
| * -0.4 0 0x0000ffff -1 0x0000ff00 |
| * 0.4 0 0x0000ffff 0 0x0000ffff |
| * 1.6 2 0x00ff00ff 1 0x000000ff |
| * 2.4 2 0x00ff00ff 2 0x00ff00ff |
| */ |
| static void test_mova(IDirect3DDevice9 *device) |
| { |
| static const DWORD mova_test[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ |
| 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ |
| 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ |
| 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ |
| 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ |
| 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ |
| 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ |
| 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */ |
| 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* END */ |
| }; |
| static const DWORD mov_test[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ |
| 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ |
| 0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ |
| 0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ |
| 0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ |
| 0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */ |
| 0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* END */ |
| }; |
| |
| static const test_data_t test_data[2][6] = { |
| { |
| {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000}, |
| {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, |
| {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00}, |
| {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, |
| {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff}, |
| {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} |
| }, |
| { |
| {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, |
| {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, |
| {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, |
| {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, |
| {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}, |
| {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} |
| } |
| }; |
| |
| static const float quad[][3] = { |
| {-1.0f, -1.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.0f}, |
| { 1.0f, 1.0f, 0.0f}, |
| }; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| D3DDECL_END() |
| }; |
| |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DVertexShader9 *mova_shader = NULL; |
| IDirect3DVertexShader9 *mov_shader = NULL; |
| HRESULT hr; |
| UINT i, j; |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, mov_shader); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| for(j = 0; j < 2; ++j) |
| { |
| for (i = 0; i < (sizeof(test_data[0]) / sizeof(test_data_t)); ++i) |
| { |
| DWORD color; |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1); |
| ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n", |
| test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova"); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); |
| } |
| hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| IDirect3DVertexShader9_Release(mova_shader); |
| IDirect3DVertexShader9_Release(mov_shader); |
| } |
| |
| struct sVertex { |
| float x, y, z; |
| DWORD diffuse; |
| DWORD specular; |
| }; |
| |
| struct sVertexT { |
| float x, y, z, rhw; |
| DWORD diffuse; |
| DWORD specular; |
| }; |
| |
| static void fog_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| D3DCOLOR color; |
| float start = 0.0f, end = 1.0f; |
| D3DCAPS9 caps; |
| int i; |
| |
| /* Gets full z based fog with linear fog, no fog with specular color */ |
| struct sVertex untransformed_1[] = { |
| {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, |
| }; |
| /* Ok, I am too lazy to deal with transform matrices */ |
| struct sVertex untransformed_2[] = { |
| {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, |
| }; |
| /* Untransformed ones. Give them a different diffuse color to make the test look |
| * nicer. It also makes making sure that they are drawn correctly easier. |
| */ |
| struct sVertexT transformed_1[] = { |
| {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| struct sVertexT transformed_2[] = { |
| {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| struct vertex rev_fog_quads[] = { |
| {-1.0, -1.0, 0.1, 0x000000ff}, |
| {-1.0, 0.0, 0.1, 0x000000ff}, |
| { 0.0, 0.0, 0.1, 0x000000ff}, |
| { 0.0, -1.0, 0.1, 0x000000ff}, |
| |
| { 0.0, -1.0, 0.9, 0x000000ff}, |
| { 0.0, 0.0, 0.9, 0x000000ff}, |
| { 1.0, 0.0, 0.9, 0x000000ff}, |
| { 1.0, -1.0, 0.9, 0x000000ff}, |
| |
| { 0.0, 0.0, 0.4, 0x000000ff}, |
| { 0.0, 1.0, 0.4, 0x000000ff}, |
| { 1.0, 1.0, 0.4, 0x000000ff}, |
| { 1.0, 0.0, 0.4, 0x000000ff}, |
| |
| {-1.0, 0.0, 0.7, 0x000000ff}, |
| {-1.0, 1.0, 0.7, 0x000000ff}, |
| { 0.0, 1.0, 0.7, 0x000000ff}, |
| { 0.0, 0.0, 0.7, 0x000000ff}, |
| }; |
| WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| |
| const float ident_mat[16] = |
| { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f |
| }; |
| const float world_mat1[16] = |
| { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, -0.5f, 1.0f |
| }; |
| const float world_mat2[16] = |
| { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 1.0f |
| }; |
| const float proj_mat[16] = |
| { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, -1.0f, 1.0f |
| }; |
| |
| const struct sVertex far_quad1[] = |
| { |
| {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, |
| }; |
| const struct sVertex far_quad2[] = |
| { |
| {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, |
| {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, |
| { 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, |
| }; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); |
| |
| /* First test: Both table fog and vertex fog off */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog returned %08x\n", hr); |
| |
| /* Start = 0, end = 1. Should be default, but set them */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); |
| |
| if(IDirect3DDevice9_BeginScene(device) == D3D_OK) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); |
| /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, |
| sizeof(untransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); |
| |
| /* That makes it use the Z value */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %#08x\n", hr); |
| /* Untransformed, vertex fog != none (or table fog != none): |
| * Use the Z value as input into the equation |
| */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, |
| sizeof(untransformed_2[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); |
| |
| /* transformed verts */ |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, |
| sizeof(transformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); |
| /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog |
| * equation |
| */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, |
| sizeof(transformed_2[0])); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) |
| { |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x0000ff00, 1), "Transformed vertex with linear table fog has color %08x\n", color); |
| } |
| else |
| { |
| /* Without fog table support the vertex fog is still applied, even though table fog is turned on. |
| * The settings above result in no fogging with vertex fog |
| */ |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| trace("Info: Table fog not supported by this device\n"); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Now test the special case fogstart == fogend */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| if(IDirect3DDevice9_BeginScene(device) == D3D_OK) |
| { |
| start = 512; |
| end = 512; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); |
| |
| /* Untransformed vertex, z coord = 0.1, fogstart = 512, fogend = 512. Would result in |
| * a completely fog-free primitive because start > zcoord, but because start == end, the primitive |
| * is fully covered by fog. The same happens to the 2nd untransformed quad with z = 1.0. |
| * The third transformed quad remains unfogged because the fogcoords are read from the specular |
| * color and has fixed fogstart and fogend. |
| */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, |
| sizeof(untransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, |
| sizeof(untransformed_2[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); |
| /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, |
| sizeof(transformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations, |
| * but without shaders it seems to work everywhere |
| */ |
| end = 0.2; |
| start = 0.8; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| /* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so |
| * it doesn't seem very important for games. ATI cards also have problems with reversed table fog, |
| * so skip this for now |
| */ |
| for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) { |
| const char *mode = (i ? "table" : "vertex"); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE); |
| ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok( hr == D3D_OK, "IDirect3DDDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| WORD Indices2[] = { 0, 1, 2, 2, 3, 0, |
| 4, 5, 6, 6, 7, 4, |
| 8, 9, 10, 10, 11, 8, |
| 12, 13, 14, 14, 15, 12}; |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, |
| 16 /* NumVerts */, 8 /*PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads, |
| sizeof(rev_fog_quads[0])); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok( hr == D3D_OK, "IDirect3DDDevice9_EndScene returned %08x\n", hr); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00 or 0x0000fe00\n", mode, color); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x2b, 0xd4), 2), |
| "Reversed %s fog: z=0.7 has color 0x%08x\n", mode, color); |
| |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xaa, 0x55), 2), |
| "Reversed %s fog: z=0.4 has color 0x%08x\n", mode, color); |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n"); |
| break; |
| } |
| } |
| |
| if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) |
| { |
| /* A simple fog + non-identity world matrix test */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)world_mat1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %#08x\n", hr); |
| |
| start = 0.0; |
| end = 1.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start)); |
| ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end)); |
| ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %#08x\n", hr); |
| |
| if (IDirect3DDevice9_BeginScene(device) == D3D_OK) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 4), |
| "Unfogged quad has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Fogged out quad has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Test fog behavior with an orthogonal (but non-identity) projection matrix */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)world_mat2); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)proj_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear returned %#08x\n", hr); |
| |
| if (IDirect3DDevice9_BeginScene(device) == D3D_OK) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, |
| 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Fogged out quad has color %08x\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)ident_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)ident_mat); |
| ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); |
| } |
| else |
| { |
| skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); |
| } |
| |
| /* Test RANGEFOG vs FOGTABLEMODE */ |
| if ((caps.RasterCaps & (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) == |
| (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) |
| { |
| struct sVertex untransformed_3[] = |
| { |
| {-1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, |
| {-1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, |
| { 1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, |
| { 1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, |
| }; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, TRUE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| |
| /* z=0.4999, set the fogstart to 0.5 and fogend slightly higher. If range fog |
| * is not used, the fog coordinate will be equal to fogstart and the quad not |
| * fogged. If range fog is used the fog coordinate will be slightly higher and |
| * the fog coordinate will be > fogend, so we get a fully fogged quad. The fog |
| * is calculated per vertex and interpolated, so even the center of the screen |
| * where the difference doesn't matter will be fogged, but check the corners in |
| * case a d3d/gl implementation decides to calculate the fog factor per fragment */ |
| start = 0.5f; |
| end = 0.50001f; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| |
| /* Table fog: Range fog is not used */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); |
| if (SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); |
| } |
| color = getPixelColor(device, 10, 10); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 10); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 10, 470); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 470); |
| ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); |
| |
| /* Vertex fog: Rangefog is used */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP returned %#08x\n", hr); |
| if (SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); |
| } |
| color = getPixelColor(device, 10, 10); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 10); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 10, 470); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| color = getPixelColor(device, 630, 470); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), |
| "Rangefog with vertex fog returned color 0x%08x\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| } |
| else |
| { |
| skip("Range fog or table fog not supported, skipping range fog tests\n"); |
| } |
| |
| /* Turn off the fog master switch to avoid confusing other tests */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); |
| } |
| |
| /* This test verifies the behaviour of cube maps wrt. texture wrapping. |
| * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE, |
| * regardless of the actual addressing mode set. The way this test works is |
| * that we sample in one of the corners of the cubemap with filtering enabled, |
| * and check the interpolated color. There are essentially two reasonable |
| * things an implementation can do: Either pick one of the faces and |
| * interpolate the edge texel with itself (i.e., clamp within the face), or |
| * interpolate between the edge texels of the three involved faces. It should |
| * never involve the border color or the other side (texcoord wrapping) of a |
| * face in the interpolation. */ |
| static void test_cube_wrap(IDirect3DDevice9 *device) |
| { |
| static const float quad[][6] = { |
| {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| {-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
| }; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| |
| static const struct { |
| D3DTEXTUREADDRESS mode; |
| const char *name; |
| } address_modes[] = { |
| {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"}, |
| {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"}, |
| {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"}, |
| {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"}, |
| {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"}, |
| }; |
| |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DCubeTexture9 *texture = NULL; |
| IDirect3DSurface9 *surface = NULL; |
| IDirect3DSurface9 *face_surface; |
| D3DLOCKED_RECT locked_rect; |
| HRESULT hr; |
| UINT x; |
| INT y, face; |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL); |
| ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, |
| D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| for (y = 0; y < 128; ++y) |
| { |
| DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 64; ++x) |
| { |
| *ptr++ = 0xff0000ff; |
| } |
| for (x = 64; x < 128; ++x) |
| { |
| *ptr++ = 0xffff0000; |
| } |
| } |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); |
| |
| hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, 0, 0, &face_surface); |
| ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL); |
| ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(face_surface); |
| |
| hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| for (y = 0; y < 128; ++y) |
| { |
| DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 64; ++x) |
| { |
| *ptr++ = 0xffff0000; |
| } |
| for (x = 64; x < 128; ++x) |
| { |
| *ptr++ = 0xff0000ff; |
| } |
| } |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); |
| |
| /* Create cube faces */ |
| for (face = 1; face < 6; ++face) |
| { |
| hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface); |
| ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL); |
| ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(face_surface); |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x) |
| { |
| DWORD color; |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), |
| "Got color 0x%08x for addressing mode %s, expected 0x000000ff.\n", |
| color, address_modes[x].name); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| IDirect3DCubeTexture9_Release(texture); |
| IDirect3DSurface9_Release(surface); |
| } |
| |
| static void offscreen_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3DTexture9 *offscreenTexture = NULL; |
| IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; |
| DWORD color; |
| |
| static const float quad[][5] = { |
| {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, |
| {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, |
| { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, |
| { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, |
| }; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); |
| if(!offscreenTexture) { |
| trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); |
| if(!offscreenTexture) { |
| skip("Cannot create an offscreen render target\n"); |
| goto out; |
| } |
| } |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| if(!backbuffer) { |
| goto out; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); |
| if(!offscreen) { |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); |
| ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| /* Draw without textures - Should result in a white quad */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); |
| ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr); |
| |
| /* This time with the texture */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| IDirect3DDevice9_EndScene(device); |
| } |
| |
| /* Center quad - should be white */ |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| /* Some quad in the cleared part of the texture */ |
| color = getPixelColor(device, 170, 240); |
| ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color); |
| /* Part of the originally cleared back buffer */ |
| color = getPixelColor(device, 10, 10); |
| ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| if(0) { |
| /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture. |
| * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on |
| * the offscreen rendering mode this test would succeed or fail |
| */ |
| color = getPixelColor(device, 10, 470); |
| ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| } |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| out: |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr); |
| |
| /* restore things */ |
| if (backbuffer) |
| { |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget returned %#x.\n", hr); |
| IDirect3DSurface9_Release(backbuffer); |
| } |
| if(offscreenTexture) { |
| IDirect3DTexture9_Release(offscreenTexture); |
| } |
| if(offscreen) { |
| IDirect3DSurface9_Release(offscreen); |
| } |
| } |
| |
| /* This test tests fog in combination with shaders. |
| * What's tested: linear fog (vertex and table) with pixel shader |
| * linear table fog with non foggy vertex shader |
| * vertex fog with foggy vertex shader, non-linear |
| * fog with shader, non-linear fog with foggy shader, |
| * linear table fog with foggy shader |
| */ |
| static void fog_with_shader_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| union { |
| float f; |
| DWORD i; |
| } start, end; |
| unsigned int i, j; |
| |
| /* basic vertex shader without fog computation ("non foggy") */ |
| static const DWORD vertex_shader_code1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff |
| }; |
| /* basic vertex shader with reversed fog computation ("foggy") */ |
| static const DWORD vertex_shader_code2[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ |
| 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */ |
| 0x0000ffff |
| }; |
| /* basic vertex shader with reversed fog computation ("foggy"), vs_2_0 */ |
| static const DWORD vertex_shader_code3[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x05000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x03000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ |
| 0x03000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */ |
| 0x0000ffff |
| }; |
| /* basic pixel shader */ |
| static const DWORD pixel_shader_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff |
| }; |
| static const DWORD pixel_shader_code2[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff |
| }; |
| |
| static struct vertex quad[] = { |
| {-1.0f, -1.0f, 0.0f, 0xFFFF0000 }, |
| {-1.0f, 1.0f, 0.0f, 0xFFFF0000 }, |
| { 1.0f, -1.0f, 0.0f, 0xFFFF0000 }, |
| { 1.0f, 1.0f, 0.0f, 0xFFFF0000 }, |
| }; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL}; |
| IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL}; |
| |
| /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */ |
| static const struct test_data_t { |
| int vshader; |
| int pshader; |
| D3DFOGMODE vfog; |
| D3DFOGMODE tfog; |
| unsigned int color[11]; |
| } test_data[] = { |
| /* only pixel shader: */ |
| {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* vertex shader */ |
| {1, 0, D3DFOG_NONE, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* vertex shader and pixel shader */ |
| /* The next 4 tests would read the fog coord output, but it isn't available. |
| * The result is a fully fogged quad, no matter what the Z coord is. This is on |
| * a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent. |
| * These tests should be disabled if some other hardware behaves differently |
| */ |
| {1, 1, D3DFOG_NONE, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* These use the Z coordinate with linear table fog */ |
| {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| |
| /* Non-linear table fog without fog coord */ |
| {1, 1, D3DFOG_NONE, D3DFOG_EXP, |
| {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, |
| 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, |
| {1, 1, D3DFOG_NONE, D3DFOG_EXP2, |
| {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, |
| 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, |
| |
| /* These tests fail on older Nvidia drivers */ |
| /* foggy vertex shader */ |
| {2, 0, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| {3, 0, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 0, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 0, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 0, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* foggy vertex shader and pixel shader. First 4 tests with vertex fog, |
| * all using the fixed fog-coord linear fog |
| */ |
| /* vs_1_1 with ps_1_1 */ |
| {2, 1, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* vs_2_0 with ps_1_1 */ |
| {3, 1, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 1, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 1, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 1, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* vs_1_1 with ps_2_0 */ |
| {2, 2, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 2, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 2, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 2, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* vs_2_0 with ps_2_0 */ |
| {3, 2, D3DFOG_NONE, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 2, D3DFOG_EXP, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 2, D3DFOG_EXP2, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {3, 2, D3DFOG_LINEAR, D3DFOG_NONE, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* These use table fog. Here the shader-provided fog coordinate is |
| * ignored and the z coordinate used instead |
| */ |
| {2, 1, D3DFOG_NONE, D3DFOG_EXP, |
| {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, |
| 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, |
| {2, 1, D3DFOG_NONE, D3DFOG_EXP2, |
| {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, |
| 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, |
| {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, |
| {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, |
| }; |
| |
| /* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/ |
| start.f=0.1f; |
| end.f=0.9f; |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code3, &vertex_shader[3]); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code2, &pixel_shader[2]); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| |
| /* Setup initial states: No lighting, fog on, fog color */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr); |
| |
| /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i); |
| ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i); |
| ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); |
| |
| for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); |
| ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr); |
| |
| for(j=0; j < 11; j++) |
| { |
| /* Don't use the whole zrange to prevent rounding errors */ |
| quad[0].z = 0.001f + (float)j / 10.02f; |
| quad[1].z = 0.001f + (float)j / 10.02f; |
| quad[2].z = 0.001f + (float)j / 10.02f; |
| quad[3].z = 0.001f + (float)j / 10.02f; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); |
| |
| /* As the red and green component are the result of blending use 5% tolerance on the expected value */ |
| color = getPixelColor(device, 128, 240); |
| ok(color_match(color, test_data[i].color[j], 13), |
| "fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", |
| test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| } |
| } |
| |
| /* reset states */ |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr); |
| |
| IDirect3DVertexShader9_Release(vertex_shader[1]); |
| IDirect3DVertexShader9_Release(vertex_shader[2]); |
| IDirect3DVertexShader9_Release(vertex_shader[3]); |
| IDirect3DPixelShader9_Release(pixel_shader[1]); |
| IDirect3DPixelShader9_Release(pixel_shader[2]); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| } |
| |
| static void generate_bumpmap_textures(IDirect3DDevice9 *device) { |
| unsigned int i, x, y; |
| HRESULT hr; |
| IDirect3DTexture9 *texture[2] = {NULL, NULL}; |
| D3DLOCKED_RECT locked_rect; |
| |
| /* Generate the textures */ |
| for(i=0; i<2; i++) |
| { |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8, |
| D3DPOOL_MANAGED, &texture[i], NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| for (y = 0; y < 128; ++y) |
| { |
| if(i) |
| { /* Set up black texture with 2x2 texel white spot in the middle */ |
| DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 128; ++x) |
| { |
| if(y>62 && y<66 && x>62 && x<66) |
| *ptr++ = 0xffffffff; |
| else |
| *ptr++ = 0xff000000; |
| } |
| } |
| else |
| { /* Set up a displacement map which points away from the center parallel to the closest axis. |
| * (if multiplied with bumpenvmat) |
| */ |
| WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); |
| for (x = 0; x < 128; ++x) |
| { |
| if(abs(x-64)>abs(y-64)) |
| { |
| if(x < 64) |
| *ptr++ = 0xc000; |
| else |
| *ptr++ = 0x4000; |
| } |
| else |
| { |
| if(y < 64) |
| *ptr++ = 0x0040; |
| else |
| *ptr++ = 0x00c0; |
| } |
| } |
| } |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture[i], 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| |
| /* Disable texture filtering */ |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr); |
| } |
| } |
| |
| /* test the behavior of the texbem instruction |
| * with normal 2D and projective 2D textures |
| */ |
| static void texbem_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| int i; |
| |
| static const DWORD pixel_shader_code[] = { |
| 0xffff0101, /* ps_1_1*/ |
| 0x00000042, 0xb00f0000, /* tex t0*/ |
| 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/ |
| 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/ |
| 0x0000ffff |
| }; |
| static const DWORD double_texbem_code[] = { |
| 0xffff0103, /* ps_1_3 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */ |
| 0x00000042, 0xb00f0002, /* tex t2 */ |
| 0x00000043, 0xb00f0003, 0xb0e40002, /* texbem t3, t2 */ |
| 0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| |
| static const float quad[][7] = { |
| {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, |
| {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, |
| { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, |
| { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, |
| }; |
| static const float quad_proj[][9] = { |
| {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f}, |
| {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f}, |
| { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f}, |
| { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f}, |
| }; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[][4] = { { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| },{ |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| } }; |
| |
| /* use asymmetric matrix to test loading */ |
| float bumpenvmat[4] = {0.0,0.5,-0.5,0.0}; |
| |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DPixelShader9 *pixel_shader = NULL; |
| IDirect3DTexture9 *texture = NULL, *texture1, *texture2; |
| D3DLOCKED_RECT locked_rect; |
| |
| generate_bumpmap_textures(device); |
| |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| for(i=0; i<2; i++) |
| { |
| if(i) |
| { |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| |
| if(!i) |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| else |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| |
| color = getPixelColor(device, 320-32, 240); |
| ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320+32, 240); |
| ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320, 240-32); |
| ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320, 240+32); |
| ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| IDirect3DPixelShader9_Release(pixel_shader); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| } |
| |
| /* clean up */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); |
| |
| for(i=0; i<2; i++) |
| { |
| hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); /* For the GetTexture */ |
| hr = IDirect3DDevice9_SetTexture(device, i, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| /* Test double texbem */ |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| ((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127; |
| ((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127; |
| |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| ((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127; |
| ((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127; |
| hr = IDirect3DTexture9_UnlockRect(texture1, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| |
| { |
| /* Some data without any meaning, just to have an 8x8 array to see which element is picked */ |
| #define tex 0x00ff0000 |
| #define tex1 0x0000ff00 |
| #define origin 0x000000ff |
| static const DWORD pixel_data[] = { |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, tex1 , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin, 0x000000ff, tex , 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, |
| }; |
| #undef tex1 |
| #undef tex2 |
| #undef origin |
| |
| hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| for(i = 0; i < 8; i++) { |
| memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD)); |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture2, 0); |
| ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); |
| ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4); |
| ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); |
| |
| bumpenvmat[0] =-1.0; bumpenvmat[2] = 2.0; |
| bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.0; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| |
| bumpenvmat[0] = 1.5; bumpenvmat[2] = 0.0; |
| bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.5; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| if(SUCCEEDED(hr)) { |
| static const float double_quad[] = { |
| -1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, |
| 1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, |
| -1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, |
| 1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, |
| }; |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 2, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 3, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DPixelShader9_Release(pixel_shader); |
| IDirect3DTexture9_Release(texture); |
| IDirect3DTexture9_Release(texture1); |
| IDirect3DTexture9_Release(texture2); |
| } |
| |
| static void z_range_test(IDirect3DDevice9 *device) |
| { |
| const struct vertex 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}, |
| }; |
| const struct vertex 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}, |
| }; |
| |
| const struct tvertex quad3[] = |
| { |
| { 0, 240, 1.1f, 1.0, 0xffffff00}, |
| { 0, 480, 1.1f, 1.0, 0xffffff00}, |
| { 640, 240, -1.1f, 1.0, 0xffffff00}, |
| { 640, 480, -1.1f, 1.0, 0xffffff00}, |
| }; |
| const struct tvertex quad4[] = |
| { |
| { 0, 240, 1.1f, 1.0, 0xff00ff00}, |
| { 0, 480, 1.1f, 1.0, 0xff00ff00}, |
| { 640, 240, -1.1f, 1.0, 0xff00ff00}, |
| { 640, 480, -1.1f, 1.0, 0xff00ff00}, |
| }; |
| HRESULT hr; |
| DWORD color; |
| IDirect3DVertexShader9 *shader; |
| IDirect3DVertexDeclaration9 *decl; |
| D3DCAPS9 caps; |
| const DWORD shader_code[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| D3DDECL_END() |
| }; |
| |
| IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| |
| /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, |
| * then call Present. Then clear the color buffer to make sure it has some defined content |
| * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut |
| * by the depth value. |
| */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(hr == D3D_OK) |
| { |
| /* Test the untransformed vertex path */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| /* Test the transformed vertex path */ |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\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 == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 28, 241); |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) |
| { |
| ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| } |
| else |
| { |
| ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); |
| } |
| |
| /* Not clipped, > z buffer clear value(0.75) */ |
| color = getPixelColor(device, 31, 238); |
| ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 31, 241); |
| ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); |
| color = getPixelColor(device, 100, 238); |
| ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 100, 241); |
| ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); |
| |
| /* Not clipped, < z buffer clear value */ |
| color = getPixelColor(device, 104, 238); |
| ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 104, 241); |
| ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); |
| color = getPixelColor(device, 318, 238); |
| ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 318, 241); |
| ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); |
| |
| /* Clipped because z < 0.0 */ |
| color = getPixelColor(device, 321, 238); |
| ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 321, 241); |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) |
| { |
| ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| } |
| else |
| { |
| ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Test the shader path */ |
| if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { |
| skip("Vertex shaders not supported\n"); |
| goto out; |
| } |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(hr == D3D_OK) |
| { |
| float colorf[] = {1.0, 0.0, 0.0, 1.0}; |
| float colorf2[] = {0.0, 0.0, 1.0, 1.0}; |
| IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf, 1); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf2, 1); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| IDirect3DVertexDeclaration9_Release(decl); |
| IDirect3DVertexShader9_Release(shader); |
| |
| /* Z < 1.0 */ |
| color = getPixelColor(device, 28, 238); |
| ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| |
| /* 1.0 < z < 0.75 */ |
| color = getPixelColor(device, 31, 238); |
| ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| color = getPixelColor(device, 100, 238); |
| ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); |
| |
| /* 0.75 < z < 0.0 */ |
| color = getPixelColor(device, 104, 238); |
| ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| color = getPixelColor(device, 318, 238); |
| ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); |
| |
| /* 0.0 < z */ |
| color = getPixelColor(device, 321, 238); |
| ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| out: |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| } |
| |
| static void fill_surface(IDirect3DSurface9 *surface, DWORD color) |
| { |
| D3DSURFACE_DESC desc; |
| D3DLOCKED_RECT l; |
| HRESULT hr; |
| unsigned int x, y; |
| DWORD *mem; |
| |
| memset(&desc, 0, sizeof(desc)); |
| memset(&l, 0, sizeof(l)); |
| hr = IDirect3DSurface9_GetDesc(surface, &desc); |
| ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr); |
| hr = IDirect3DSurface9_LockRect(surface, &l, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %08x\n", hr); |
| if(FAILED(hr)) return; |
| |
| for(y = 0; y < desc.Height; y++) |
| { |
| mem = (DWORD *) ((BYTE *) l.pBits + y * l.Pitch); |
| for(x = 0; x < l.Pitch / sizeof(DWORD); x++) |
| { |
| mem[x] = color; |
| } |
| } |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed with %08x\n", hr); |
| } |
| |
| /* This tests a variety of possible StretchRect() situations */ |
| static void stretchrect_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3DTexture9 *tex_rt32 = NULL, *tex_rt64 = NULL, *tex_rt_dest64 = NULL, *tex_rt_dest640_480 = NULL; |
| IDirect3DSurface9 *surf_tex_rt32 = NULL, *surf_tex_rt64 = NULL, *surf_tex_rt_dest64 = NULL, *surf_tex_rt_dest640_480 = NULL; |
| IDirect3DTexture9 *tex32 = NULL, *tex64 = NULL, *tex_dest64 = NULL; |
| IDirect3DSurface9 *surf_tex32 = NULL, *surf_tex64 = NULL, *surf_tex_dest64 = NULL; |
| IDirect3DSurface9 *surf_rt32 = NULL, *surf_rt64 = NULL, *surf_rt_dest64 = NULL; |
| IDirect3DSurface9 *surf_offscreen32 = NULL, *surf_offscreen64 = NULL, *surf_offscreen_dest64 = NULL; |
| IDirect3DSurface9 *surf_temp32 = NULL, *surf_temp64 = NULL; |
| IDirect3DSurface9 *orig_rt = NULL; |
| IDirect3DSurface9 *backbuffer = NULL; |
| DWORD color; |
| |
| RECT src_rect64 = {0, 0, 64, 64}; |
| RECT src_rect64_flipy = {0, 64, 64, 0}; |
| RECT dst_rect64 = {0, 0, 64, 64}; |
| RECT dst_rect64_flipy = {0, 64, 64, 0}; |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &orig_rt); |
| ok(hr == D3D_OK, "Can't get render target, hr = %08x\n", hr); |
| if(!orig_rt) { |
| goto out; |
| } |
| |
| /* Create our temporary surfaces in system memory */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); |
| |
| /* Create offscreen plain surfaces in D3DPOOL_DEFAULT */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); |
| |
| /* Create render target surfaces */ |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL ); |
| ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL ); |
| ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL ); |
| ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| |
| /* Create render target textures */ |
| hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL); |
| ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL); |
| ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL); |
| ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest640_480, NULL); |
| ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); |
| if (tex_rt32) { |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| } |
| if (tex_rt64) { |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| } |
| if (tex_rt_dest64) { |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| } |
| if (tex_rt_dest64) { |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest640_480, 0, &surf_tex_rt_dest640_480); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| } |
| |
| /* Create regular textures in D3DPOOL_DEFAULT */ |
| hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL); |
| ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL); |
| ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL); |
| ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr); |
| if (tex32) { |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| } |
| if (tex64) { |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| } |
| if (tex_dest64) { |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| } |
| |
| /********************************************************************* |
| * Tests for when the source parameter is an offscreen plain surface * |
| *********************************************************************/ |
| |
| /* Fill the offscreen 64x64 surface with green */ |
| if (surf_offscreen64) |
| fill_surface(surf_offscreen64, 0xff00ff00); |
| |
| /* offscreenplain ==> offscreenplain, same size */ |
| if(surf_offscreen64 && surf_offscreen_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32); |
| ok(color == 0xff00ff00, "StretchRect offscreen ==> offscreen same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_offscreen_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_offscreen_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_offscreen_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* offscreenplain ==> rendertarget texture, same size */ |
| if(surf_offscreen64 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* offscreenplain ==> rendertarget surface, same size */ |
| if(surf_offscreen64 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* offscreenplain ==> texture, same size (should fail) */ |
| if(surf_offscreen64 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* Fill the smaller offscreen surface with red */ |
| fill_surface(surf_offscreen32, 0xffff0000); |
| |
| /* offscreenplain ==> offscreenplain, scaling (should fail) */ |
| if(surf_offscreen32 && surf_offscreen64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* offscreenplain ==> rendertarget texture, scaling */ |
| if(surf_offscreen32 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| } |
| |
| /* offscreenplain ==> rendertarget surface, scaling */ |
| if(surf_offscreen32 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| |
| /* offscreenplain ==> texture, scaling (should fail) */ |
| if(surf_offscreen32 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /************************************************************ |
| * Tests for when the source parameter is a regular texture * |
| ************************************************************/ |
| |
| /* Fill the surface of the regular texture with blue */ |
| if (surf_tex64 && surf_temp64) { |
| /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */ |
| fill_surface(surf_temp64, 0xff0000ff); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL); |
| ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); |
| } |
| |
| /* texture ==> offscreenplain, same size */ |
| if(surf_tex64 && surf_offscreen64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* texture ==> rendertarget texture, same size */ |
| if(surf_tex64 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* texture ==> rendertarget surface, same size */ |
| if(surf_tex64 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* texture ==> texture, same size (should fail) */ |
| if(surf_tex64 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* Fill the surface of the smaller regular texture with red */ |
| if (surf_tex32 && surf_temp32) { |
| /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */ |
| fill_surface(surf_temp32, 0xffff0000); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL); |
| ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); |
| } |
| |
| /* texture ==> offscreenplain, scaling (should fail) */ |
| if(surf_tex32 && surf_offscreen64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* texture ==> rendertarget texture, scaling */ |
| if(surf_tex32 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| } |
| |
| /* texture ==> rendertarget surface, scaling */ |
| if(surf_tex32 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| |
| /* texture ==> texture, scaling (should fail) */ |
| if(surf_tex32 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /***************************************************************** |
| * Tests for when the source parameter is a rendertarget texture * |
| *****************************************************************/ |
| |
| /* Fill the surface of the rendertarget texture with white */ |
| if (surf_tex_rt64 && surf_temp64) { |
| /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */ |
| fill_surface(surf_temp64, 0xffffffff); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL); |
| ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); |
| } |
| |
| /* rendertarget texture ==> offscreenplain, same size */ |
| if(surf_tex_rt64 && surf_offscreen64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* rendertarget texture ==> rendertarget texture, same size */ |
| if(surf_tex_rt64 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffffffff.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* rendertarget texture ==> rendertarget surface, same size */ |
| if(surf_tex_rt64 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xffffffff.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* rendertarget texture ==> texture, same size (should fail) */ |
| if(surf_tex_rt64 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* Fill the surface of the smaller rendertarget texture with red */ |
| if (surf_tex_rt32 && surf_temp32) { |
| /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */ |
| fill_surface(surf_temp32, 0xffff0000); |
| hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL); |
| ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); |
| } |
| |
| /* rendertarget texture ==> offscreenplain, scaling (should fail) */ |
| if(surf_tex_rt32 && surf_offscreen64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* rendertarget texture ==> rendertarget texture, scaling */ |
| if(surf_tex_rt32 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| } |
| |
| /* rendertarget texture ==> rendertarget surface, scaling */ |
| if(surf_tex_rt32 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| |
| /* rendertarget texture ==> texture, scaling (should fail) */ |
| if(surf_tex_rt32 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /***************************************************************** |
| * Tests for when the source parameter is a rendertarget surface * |
| *****************************************************************/ |
| |
| /* Fill the surface of the rendertarget surface with black */ |
| if (surf_rt64) |
| fill_surface(surf_rt64, 0xff000000); |
| |
| /* rendertarget texture ==> offscreenplain, same size */ |
| if(surf_rt64 && surf_offscreen64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* rendertarget surface ==> rendertarget texture, same size */ |
| if(surf_rt64 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 32, 32); |
| ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff000000.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* rendertarget surface ==> rendertarget surface, same size */ |
| if(surf_rt64 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); |
| ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff000000.\n", color); |
| } |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* rendertarget surface ==> texture, same size (should fail) */ |
| if(surf_rt64 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* Fill the surface of the smaller rendertarget texture with red */ |
| if (surf_rt32) |
| fill_surface(surf_rt32, 0xffff0000); |
| |
| /* rendertarget surface ==> offscreenplain, scaling (should fail) */ |
| if(surf_rt32 && surf_offscreen64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* rendertarget surface ==> rendertarget texture, scaling */ |
| if(surf_rt32 && surf_tex_rt_dest64 && surf_temp64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* We can't lock rendertarget textures, so copy to our temp surface first */ |
| if (hr == D3D_OK) { |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); |
| ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); |
| } |
| |
| if (hr == D3D_OK) { |
| color = getPixelColorFromSurface(surf_temp64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| } |
| |
| /* rendertarget surface ==> rendertarget surface, scaling */ |
| if(surf_rt32 && surf_rt_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); |
| ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); |
| } |
| |
| /* rendertarget surface ==> texture, scaling (should fail) */ |
| if(surf_rt32 && surf_tex_dest64) { |
| hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, 0); |
| todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| } |
| |
| /* backbuffer ==> surface tests (no scaling) */ |
| if(backbuffer && surf_tex_rt_dest640_480) |
| { |
| RECT src_rect = {0, 0, 640, 480}; |
| RECT src_rect_flipy = {0, 480, 640, 0}; |
| RECT dst_rect = {0, 0, 640, 480}; |
| RECT dst_rect_flipy = {0, 480, 640, 0}; |
| |
| /* Blit with NULL rectangles */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, NULL, surf_tex_rt_dest640_480, NULL, 0); |
| ok( hr == D3D_OK, "StretchRect backbuffer ==> texture same size failed:\n"); |
| |
| /* Blit without scaling */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, surf_tex_rt_dest640_480, &dst_rect, 0); |
| ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); |
| |
| /* Flipping in y-direction through src_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect_flipy, surf_tex_rt_dest640_480, &dst_rect, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| |
| /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ |
| hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, surf_tex_rt_dest640_480, &dst_rect_flipy, 0); |
| ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| } |
| |
| /* TODO: Test format conversions */ |
| |
| |
| out: |
| /* Clean up */ |
| if (backbuffer) |
| IDirect3DSurface9_Release(backbuffer); |
| if (surf_rt32) |
| IDirect3DSurface9_Release(surf_rt32); |
| if (surf_rt64) |
| IDirect3DSurface9_Release(surf_rt64); |
| if (surf_rt_dest64) |
| IDirect3DSurface9_Release(surf_rt_dest64); |
| if (surf_temp32) |
| IDirect3DSurface9_Release(surf_temp32); |
| if (surf_temp64) |
| IDirect3DSurface9_Release(surf_temp64); |
| if (surf_offscreen32) |
| IDirect3DSurface9_Release(surf_offscreen32); |
| if (surf_offscreen64) |
| IDirect3DSurface9_Release(surf_offscreen64); |
| if (surf_offscreen_dest64) |
| IDirect3DSurface9_Release(surf_offscreen_dest64); |
| |
| if (tex_rt32) { |
| if (surf_tex_rt32) |
| IDirect3DSurface9_Release(surf_tex_rt32); |
| IDirect3DTexture9_Release(tex_rt32); |
| } |
| if (tex_rt64) { |
| if (surf_tex_rt64) |
| IDirect3DSurface9_Release(surf_tex_rt64); |
| IDirect3DTexture9_Release(tex_rt64); |
| } |
| if (tex_rt_dest64) { |
| if (surf_tex_rt_dest64) |
| IDirect3DSurface9_Release(surf_tex_rt_dest64); |
| IDirect3DTexture9_Release(tex_rt_dest64); |
| } |
| if (tex_rt_dest640_480) { |
| if (surf_tex_rt_dest640_480) |
| IDirect3DSurface9_Release(surf_tex_rt_dest640_480); |
| IDirect3DTexture9_Release(tex_rt_dest640_480); |
| } |
| if (tex32) { |
| if (surf_tex32) |
| IDirect3DSurface9_Release(surf_tex32); |
| IDirect3DTexture9_Release(tex32); |
| } |
| if (tex64) { |
| if (surf_tex64) |
| IDirect3DSurface9_Release(surf_tex64); |
| IDirect3DTexture9_Release(tex64); |
| } |
| if (tex_dest64) { |
| if (surf_tex_dest64) |
| IDirect3DSurface9_Release(surf_tex_dest64); |
| IDirect3DTexture9_Release(tex_dest64); |
| } |
| |
| if (orig_rt) { |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, orig_rt); |
| ok(hr == D3D_OK, "IDirect3DSetRenderTarget failed with %08x\n", hr); |
| IDirect3DSurface9_Release(orig_rt); |
| } |
| } |
| |
| static void maxmip_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DTexture9 *texture = NULL; |
| IDirect3DSurface9 *surface = NULL; |
| HRESULT hr; |
| DWORD color; |
| static const struct |
| { |
| struct |
| { |
| float x, y, z; |
| float s, t; |
| } |
| v[4]; |
| } |
| quads[] = |
| { |
| {{ |
| {-1.0, -1.0, 0.0, 0.0, 0.0}, |
| {-1.0, 0.0, 0.0, 0.0, 1.0}, |
| { 0.0, -1.0, 0.0, 1.0, 0.0}, |
| { 0.0, 0.0, 0.0, 1.0, 1.0}, |
| }}, |
| {{ |
| { 0.0, -1.0, 0.0, 0.0, 0.0}, |
| { 0.0, 0.0, 0.0, 0.0, 1.0}, |
| { 1.0, -1.0, 0.0, 1.0, 0.0}, |
| { 1.0, 0.0, 0.0, 1.0, 1.0}, |
| }}, |
| {{ |
| { 0.0, 0.0, 0.0, 0.0, 0.0}, |
| { 0.0, 1.0, 0.0, 0.0, 1.0}, |
| { 1.0, 0.0, 0.0, 1.0, 0.0}, |
| { 1.0, 1.0, 0.0, 1.0, 1.0}, |
| }}, |
| {{ |
| {-1.0, 0.0, 0.0, 0.0, 0.0}, |
| {-1.0, 1.0, 0.0, 0.0, 1.0}, |
| { 0.0, 0.0, 0.0, 1.0, 0.0}, |
| { 0.0, 1.0, 0.0, 1.0, 1.0}, |
| }}, |
| }; |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, |
| &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); |
| if(!texture) |
| { |
| skip("Failed to create test texture\n"); |
| return; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); |
| fill_surface(surface, 0xffff0000); |
| IDirect3DSurface9_Release(surface); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface); |
| ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); |
| fill_surface(surface, 0xff00ff00); |
| IDirect3DSurface9_Release(surface); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface); |
| ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); |
| fill_surface(surface, 0xff0000ff); |
| IDirect3DSurface9_Release(surface); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); |
| } |
| |
| /* With mipmapping disabled, the max mip level is ignored, only level 0 is used */ |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "MaxMip 0, no mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, "MaxMip 1, no mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000, "MaxMip 2, no mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ff0000, "MaxMip 3, no mipfilter has color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene returned %#x.\n", hr); |
| } |
| |
| /* Max Mip level 0-2 sample from the specified texture level, Max Mip |
| * level 3 (> levels in texture) samples from the highest level in the |
| * texture (level 2). */ |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "MaxMip 0, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000ff00, "MaxMip 1, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "MaxMip 2, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x000000ff, "MaxMip 3, point mipfilter has color 0x%08x.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| if(SUCCEEDED(hr)) |
| { |
| DWORD ret; |
| |
| /* Mipmapping OFF, LOD level smaller than MAXMIPLEVEL. LOD level limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 1); |
| ok(ret == 0, "IDirect3DTexture9_SetLOD returned %u, expected 0\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Mipmapping ON, LOD level smaller than max mip level. LOD level limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 2); |
| ok(ret == 1, "IDirect3DTexture9_SetLOD returned %u, expected 1\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Mipmapping ON, LOD level bigger than max mip level. MAXMIPLEVEL limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 1); |
| ok(ret == 2, "IDirect3DTexture9_SetLOD returned %u, expected 2\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Mipmapping OFF, LOD level bigger than max mip level. LOD level limits */ |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| ret = IDirect3DTexture9_SetLOD(texture, 1); |
| ok(ret == 1, "IDirect3DTexture9_SetLOD returned %u, expected 1\n", ret); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| } |
| |
| /* Max Mip level 0-2 sample from the specified texture level, Max Mip |
| * level 3 (> levels in texture) samples from the highest level in the |
| * texture (level 2). */ |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, "MaxMip 0, LOD 1, none mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff, "MaxMip 1, LOD 2, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "MaxMip 2, LOD 1, point mipfilter has color 0x%08x.\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ff00, "MaxMip 2, LOD 1, none mipfilter has color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| static void release_buffer_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DVertexBuffer9 *vb = NULL; |
| IDirect3DIndexBuffer9 *ib = NULL; |
| HRESULT hr; |
| BYTE *data; |
| LONG ref; |
| |
| static const struct vertex quad[] = { |
| {-1.0, -1.0, 0.1, 0xffff0000}, |
| {-1.0, 1.0, 0.1, 0xffff0000}, |
| { 1.0, 1.0, 0.1, 0xffff0000}, |
| |
| {-1.0, -1.0, 0.1, 0xff00ff00}, |
| {-1.0, 1.0, 0.1, 0xff00ff00}, |
| { 1.0, 1.0, 0.1, 0xff00ff00} |
| }; |
| short indices[] = {3, 4, 5}; |
| |
| /* Index and vertex buffers should always be creatable */ |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, |
| D3DPOOL_MANAGED, &vb, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if(!vb) { |
| skip("Failed to create a vertex buffer\n"); |
| return; |
| } |
| hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr); |
| if(!ib) { |
| skip("Failed to create an index buffer\n"); |
| return; |
| } |
| |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad, sizeof(quad)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| |
| hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, indices, sizeof(indices)); |
| hr = IDirect3DIndexBuffer9_Unlock(ib); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetIndices(device, ib); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| /* Now destroy the bound index buffer and draw again */ |
| ref = IDirect3DIndexBuffer9_Release(ib); |
| ok(ref == 0, "Index Buffer reference count is %08d\n", ref); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| /* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent d3d from |
| * making assumptions about the indices or vertices |
| */ |
| hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetIndices(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); |
| |
| /* Index buffer was already destroyed as part of the test */ |
| IDirect3DVertexBuffer9_Release(vb); |
| } |
| |
| static void float_texture_test(IDirect3DDevice9 *device) |
| { |
| IDirect3D9 *d3d = NULL; |
| HRESULT hr; |
| IDirect3DTexture9 *texture = NULL; |
| D3DLOCKED_RECT lr; |
| float *data; |
| DWORD color; |
| float quad[] = { |
| -1.0, -1.0, 0.1, 0.0, 0.0, |
| -1.0, 1.0, 0.1, 0.0, 1.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, |
| }; |
| |
| memset(&lr, 0, sizeof(lr)); |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) { |
| skip("D3DFMT_R32F textures not supported\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, |
| D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); |
| if(!texture) { |
| skip("Failed to create R32F texture\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); |
| data = lr.pBits; |
| *data = 0.0; |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 240, 320); |
| ok(color == 0x0000FFFF, "R32F with value 0.0 has color %08x, expected 0x0000FFFF\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| out: |
| if(texture) IDirect3DTexture9_Release(texture); |
| IDirect3D9_Release(d3d); |
| } |
| |
| static void g16r16_texture_test(IDirect3DDevice9 *device) |
| { |
| IDirect3D9 *d3d = NULL; |
| HRESULT hr; |
| IDirect3DTexture9 *texture = NULL; |
| D3DLOCKED_RECT lr; |
| DWORD *data; |
| DWORD color; |
| float quad[] = { |
| -1.0, -1.0, 0.1, 0.0, 0.0, |
| -1.0, 1.0, 0.1, 0.0, 1.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, |
| }; |
| |
| memset(&lr, 0, sizeof(lr)); |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK) { |
| skip("D3DFMT_G16R16 textures not supported\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16, |
| D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); |
| if(!texture) { |
| skip("Failed to create D3DFMT_G16R16 texture\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); |
| data = lr.pBits; |
| *data = 0x0f00f000; |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 240, 320); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xf0, 0x0f, 0xff), 1), |
| "D3DFMT_G16R16 with value 0x00ffff00 has color %08x, expected 0x00f00fff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| out: |
| if(texture) IDirect3DTexture9_Release(texture); |
| IDirect3D9_Release(d3d); |
| } |
| |
| static void check_rect(IDirect3DDevice9 *device, RECT r, const char *message) |
| { |
| LONG x_coords[2][2] = |
| { |
| {r.left - 1, r.left + 1}, |
| {r.right + 1, r.right - 1}, |
| }; |
| LONG y_coords[2][2] = |
| { |
| {r.top - 1, r.top + 1}, |
| {r.bottom + 1, r.bottom - 1} |
| }; |
| unsigned int i, j, x_side, y_side; |
| |
| for (i = 0; i < 2; ++i) |
| { |
| for (j = 0; j < 2; ++j) |
| { |
| for (x_side = 0; x_side < 2; ++x_side) |
| { |
| for (y_side = 0; y_side < 2; ++y_side) |
| { |
| unsigned int x = x_coords[i][x_side], y = y_coords[j][y_side]; |
| DWORD color; |
| DWORD expected = (x_side == 1 && y_side == 1) ? 0x00ffffff : 0; |
| |
| color = getPixelColor(device, x, y); |
| ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x\n", |
| message, x, y, color, expected); |
| } |
| } |
| } |
| } |
| } |
| |
| struct projected_textures_test_run |
| { |
| const char *message; |
| DWORD flags; |
| IDirect3DVertexDeclaration9 *decl; |
| BOOL vs, ps; |
| RECT rect; |
| }; |
| |
| static void projected_textures_test(IDirect3DDevice9 *device, |
| struct projected_textures_test_run tests[4]) |
| { |
| unsigned int i; |
| |
| static const DWORD vertex_shader[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xe00f0000, 0x90e40001, /* mov oT0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD pixel_shader[] = |
| { |
| 0xffff0103, /* ps_1_3 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *vs = NULL; |
| IDirect3DPixelShader9 *ps = NULL; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader, &vs); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if (FAILED(hr)) |
| return; |
| |
| for (i = 0; i < 4; ++i) |
| { |
| DWORD value = 0xdeadbeef; |
| static const float proj_quads[] = |
| { |
| -1.0, -1.0, 0.1, 0.0, 0.0, 4.0, 6.0, |
| 0.0, -1.0, 0.1, 4.0, 0.0, 4.0, 6.0, |
| -1.0, 0.0, 0.1, 0.0, 4.0, 4.0, 6.0, |
| 0.0, 0.0, 0.1, 4.0, 4.0, 4.0, 6.0, |
| |
| 0.0, -1.0, 0.1, 0.0, 0.0, 4.0, 6.0, |
| 1.0, -1.0, 0.1, 4.0, 0.0, 4.0, 6.0, |
| 0.0, 0.0, 0.1, 0.0, 4.0, 4.0, 6.0, |
| 1.0, 0.0, 0.1, 4.0, 4.0, 4.0, 6.0, |
| |
| -1.0, 0.0, 0.1, 0.0, 0.0, 4.0, 6.0, |
| 0.0, 0.0, 0.1, 4.0, 0.0, 4.0, 6.0, |
| -1.0, 1.0, 0.1, 0.0, 4.0, 4.0, 6.0, |
| 0.0, 1.0, 0.1, 4.0, 4.0, 4.0, 6.0, |
| |
| 0.0, 0.0, 0.1, 0.0, 0.0, 4.0, 6.0, |
| 1.0, 0.0, 0.1, 4.0, 0.0, 4.0, 6.0, |
| 0.0, 1.0, 0.1, 0.0, 4.0, 4.0, 6.0, |
| 1.0, 1.0, 0.1, 4.0, 4.0, 4.0, 6.0, |
| }; |
| |
| if (tests[i].vs) |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| else |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| if (tests[i].ps) |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| else |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, tests[i].decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &value); |
| ok(SUCCEEDED(hr) && value == tests[i].flags, |
| "GetTextureStageState returned: hr %08x, value %08x.\n", hr, value); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, |
| &proj_quads[i * 4 * 7], 7 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| IDirect3DVertexShader9_Release(vs); |
| IDirect3DPixelShader9_Release(ps); |
| |
| for (i = 0; i < 4; ++i) |
| check_rect(device, tests[i].rect, tests[i].message); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| } |
| |
| static void texture_transform_flags_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3D9 *d3d; |
| D3DFORMAT fmt = D3DFMT_X8R8G8B8; |
| D3DCAPS9 caps; |
| IDirect3DTexture9 *texture = NULL; |
| IDirect3DVolumeTexture9 *volume = NULL; |
| unsigned int x, y, z; |
| D3DLOCKED_RECT lr; |
| D3DLOCKED_BOX lb; |
| DWORD color; |
| UINT w, h; |
| IDirect3DVertexDeclaration9 *decl, *decl2, *decl3, *decl4; |
| float identity[16] = {1.0, 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0, |
| 0.0, 0.0, 1.0, 0.0, |
| 0.0, 0.0, 0.0, 1.0}; |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements2[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements3[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements4[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const unsigned char proj_texdata[] = {0x00, 0x00, 0x00, 0x00, |
| 0x00, 0xff, 0x00, 0x00, |
| 0x00, 0x00, 0x00, 0x00, |
| 0x00, 0x00, 0x00, 0x00}; |
| |
| memset(&lr, 0, sizeof(lr)); |
| memset(&lb, 0, sizeof(lb)); |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK) { |
| fmt = D3DFMT_A16B16G16R16; |
| } |
| IDirect3D9_Release(d3d); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements3, &decl3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements4, &decl4); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); |
| w = min(1024, caps.MaxTextureWidth); |
| h = min(1024, caps.MaxTextureHeight); |
| hr = IDirect3DDevice9_CreateTexture(device, w, h, 1, |
| 0, fmt, D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); |
| if(!texture) { |
| skip("Failed to create the test texture\n"); |
| return; |
| } |
| |
| /* Unfortunately there is no easy way to set up a texture coordinate passthrough |
| * in d3d fixed function pipeline, so create a texture that has a gradient from 0.0 to |
| * 1.0 in red and green for the x and y coords |
| */ |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr); |
| for(y = 0; y < h; y++) { |
| for(x = 0; x < w; x++) { |
| double r_f = (double) y / (double) h; |
| double g_f = (double) x / (double) w; |
| if(fmt == D3DFMT_A16B16G16R16) { |
| unsigned short r, g; |
| unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8); |
| r = (unsigned short) (r_f * 65536.0); |
| g = (unsigned short) (g_f * 65536.0); |
| dst[0] = r; |
| dst[1] = g; |
| dst[2] = 0; |
| dst[3] = 65535; |
| } else { |
| unsigned char *dst = ((unsigned char *) lr.pBits) + y * lr.Pitch + x * 4; |
| unsigned char r = (unsigned char) (r_f * 255.0); |
| unsigned char g = (unsigned char) (g_f * 255.0); |
| dst[0] = 0; |
| dst[1] = g; |
| dst[2] = r; |
| dst[3] = 255; |
| } |
| } |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| float quad1[] = { |
| -1.0, -1.0, 0.1, 1.0, 1.0, |
| -1.0, 0.0, 0.1, 1.0, 1.0, |
| 0.0, -1.0, 0.1, 1.0, 1.0, |
| 0.0, 0.0, 0.1, 1.0, 1.0, |
| }; |
| float quad2[] = { |
| -1.0, 0.0, 0.1, 1.0, 1.0, |
| -1.0, 1.0, 0.1, 1.0, 1.0, |
| 0.0, 0.0, 0.1, 1.0, 1.0, |
| 0.0, 1.0, 0.1, 1.0, 1.0, |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, 0.5, 0.5, |
| 0.0, 1.0, 0.1, 0.5, 0.5, |
| 1.0, 0.0, 0.1, 0.5, 0.5, |
| 1.0, 1.0, 0.1, 0.5, 0.5, |
| }; |
| float quad4[] = { |
| 320, 480, 0.1, 1.0, 0.0, 1.0, |
| 320, 240, 0.1, 1.0, 0.0, 1.0, |
| 640, 480, 0.1, 1.0, 0.0, 1.0, |
| 640, 240, 0.1, 1.0, 0.0, 1.0, |
| }; |
| float mat[16] = {0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 0.0}; |
| |
| /* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* What happens with transforms enabled? */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* What happens if 4 coords are used, but only 2 given ?*/ |
| mat[8] = 1.0; |
| mat[13] = 1.0; |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* What happens with transformed geometry? This setup lead to 0/0 coords with untransformed |
| * geometry. If the same applies to transformed vertices, the quad will be black, otherwise red, |
| * due to the coords in the vertices. (turns out red, indeed) |
| */ |
| memset(mat, 0, sizeof(mat)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00FFFF00, 1), "quad 1 has color %08x, expected 0x00FFFF00\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x0000FF00, 1), "quad 3 has color %08x, expected 0x0000FF00\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x00FF0000, 1), "quad 4 has color %08x, expected 0x00FF0000\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| float quad1[] = { |
| -1.0, -1.0, 0.1, 0.8, 0.2, |
| -1.0, 0.0, 0.1, 0.8, 0.2, |
| 0.0, -1.0, 0.1, 0.8, 0.2, |
| 0.0, 0.0, 0.1, 0.8, 0.2, |
| }; |
| float quad2[] = { |
| -1.0, 0.0, 0.1, 0.5, 1.0, |
| -1.0, 1.0, 0.1, 0.5, 1.0, |
| 0.0, 0.0, 0.1, 0.5, 1.0, |
| 0.0, 1.0, 0.1, 0.5, 1.0, |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, 0.5, 1.0, |
| 0.0, 1.0, 0.1, 0.5, 1.0, |
| 1.0, 0.0, 0.1, 0.5, 1.0, |
| 1.0, 1.0, 0.1, 0.5, 1.0, |
| }; |
| float quad4[] = { |
| 0.0, -1.0, 0.1, 0.8, 0.2, |
| 0.0, 0.0, 0.1, 0.8, 0.2, |
| 1.0, -1.0, 0.1, 0.8, 0.2, |
| 1.0, 0.0, 0.1, 0.8, 0.2, |
| }; |
| float mat[16] = {0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 0.0}; |
| |
| /* What happens to the default 1 in the 3rd coordinate if it is disabled? */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers |
| * it behaves like COUNT2 because normal textures require 2 coords. */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Just to be sure, the same as quad2 above */ |
| memset(mat, 0, sizeof(mat)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not |
| * used? And what happens to the first? */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, 0x00FF0000, 1), "quad 1 has color %08x, expected 0x00FF0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, 0x00ff8000, 1) || color == 0x00000000, |
| "quad 3 has color %08x, expected 0x00ff8000\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00FF0000, 1), |
| "quad 4 has color %08x, expected 0x0033cc00\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DTexture9_Release(texture); |
| |
| /* Test projected textures, without any fancy matrices */ |
| hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); |
| if (SUCCEEDED(hr)) |
| { |
| struct projected_textures_test_run projected_tests_1[4] = |
| { |
| { |
| "D3DTTFF_COUNT4 | D3DTTFF_PROJECTED - bottom left", |
| D3DTTFF_COUNT4 | D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, TRUE, |
| {120, 300, 240, 390}, |
| }, |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED - bottom right", |
| D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, TRUE, |
| {400, 360, 480, 420}, |
| }, |
| /* Try with some invalid values */ |
| { |
| "0xffffffff (draws like COUNT4 | PROJECTED) - top left", |
| 0xffffffff, |
| decl3, |
| FALSE, TRUE, |
| {120, 60, 240, 150} |
| }, |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (draws non-projected) - top right", |
| D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, |
| decl4, |
| FALSE, TRUE, |
| {340, 210, 360, 225}, |
| } |
| }; |
| struct projected_textures_test_run projected_tests_2[4] = |
| { |
| { |
| "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED, texcoord has 4 components) - bottom left", |
| D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, TRUE, |
| {120, 300, 240, 390}, |
| }, |
| { |
| "D3DTTFF_PROJECTED (like COUNT3 | PROJECTED, texcoord has only 3 components) - bottom right", |
| D3DTTFF_PROJECTED, |
| decl, |
| FALSE, TRUE, |
| {400, 360, 480, 420}, |
| }, |
| { |
| "0xffffffff (like COUNT3 | PROJECTED, texcoord has only 3 components) - top left", |
| 0xffffffff, |
| decl, |
| FALSE, TRUE, |
| {80, 120, 160, 180}, |
| }, |
| { |
| "D3DTTFF_COUNT1 (draws non-projected) - top right", |
| D3DTTFF_COUNT1, |
| decl4, |
| FALSE, TRUE, |
| {340, 210, 360, 225}, |
| } |
| }; |
| struct projected_textures_test_run projected_tests_3[4] = |
| { |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom left", |
| D3DTTFF_PROJECTED, |
| decl3, |
| TRUE, FALSE, |
| {120, 300, 240, 390}, |
| }, |
| { |
| "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom right", |
| D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, |
| decl3, |
| TRUE, TRUE, |
| {440, 300, 560, 390}, |
| }, |
| { |
| "0xffffffff (like COUNT4 | PROJECTED) - top left", |
| 0xffffffff, |
| decl3, |
| TRUE, TRUE, |
| {120, 60, 240, 150}, |
| }, |
| { |
| "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - top right", |
| D3DTTFF_PROJECTED, |
| decl3, |
| FALSE, FALSE, |
| {440, 60, 560, 150}, |
| }, |
| }; |
| |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); |
| for(x = 0; x < 4; x++) { |
| memcpy(((BYTE *) lr.pBits) + lr.Pitch * x, proj_texdata + 4 * x, 4 * sizeof(proj_texdata[0])); |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| projected_textures_test(device, projected_tests_1); |
| projected_textures_test(device, projected_tests_2); |
| projected_textures_test(device, projected_tests_3); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| /* Use a smaller volume texture than the biggest possible size for memory and performance reasons |
| * Thus watch out if sampling from texels between 0 and 1. |
| */ |
| hr = IDirect3DDevice9_CreateVolumeTexture(device, 32, 32, 32, 1, 0, fmt, D3DPOOL_MANAGED, &volume, 0); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, |
| "IDirect3DDevice9_CreateVolumeTexture failed with %08x\n", hr); |
| if(!volume) { |
| skip("Failed to create a volume texture\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DVolumeTexture9_LockBox(volume, 0, &lb, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DVolumeTexture9_LockBox failed with %08x\n", hr); |
| for(z = 0; z < 32; z++) { |
| for(y = 0; y < 32; y++) { |
| for(x = 0; x < 32; x++) { |
| char size = (fmt == D3DFMT_A16B16G16R16 ? 8 : 4); |
| void *mem = ((char *) lb.pBits) + y * lb.RowPitch + z * lb.SlicePitch + x * size; |
| float r_f = (float) x / 31.0; |
| float g_f = (float) y / 31.0; |
| float b_f = (float) z / 31.0; |
| |
| if(fmt == D3DFMT_A16B16G16R16) { |
| unsigned short *mem_s = mem; |
| mem_s[0] = r_f * 65535.0; |
| mem_s[1] = g_f * 65535.0; |
| mem_s[2] = b_f * 65535.0; |
| mem_s[3] = 65535; |
| } else { |
| unsigned char *mem_c = mem; |
| mem_c[0] = b_f * 255.0; |
| mem_c[1] = g_f * 255.0; |
| mem_c[2] = r_f * 255.0; |
| mem_c[3] = 255; |
| } |
| } |
| } |
| } |
| hr = IDirect3DVolumeTexture9_UnlockBox(volume, 0); |
| ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume); |
| ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| float quad1[] = { |
| -1.0, -1.0, 0.1, 1.0, 1.0, 1.0, |
| -1.0, 0.0, 0.1, 1.0, 1.0, 1.0, |
| 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, |
| 0.0, 0.0, 0.1, 1.0, 1.0, 1.0 |
| }; |
| float quad2[] = { |
| -1.0, 0.0, 0.1, 1.0, 1.0, 1.0, |
| -1.0, 1.0, 0.1, 1.0, 1.0, 1.0, |
| 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, |
| 0.0, 1.0, 0.1, 1.0, 1.0, 1.0 |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, 0.0, 0.0, |
| 0.0, 1.0, 0.1, 0.0, 0.0, |
| 1.0, 0.0, 0.1, 0.0, 0.0, |
| 1.0, 1.0, 0.1, 0.0, 0.0 |
| }; |
| float quad4[] = { |
| 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, |
| 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, |
| 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, |
| 1.0, 0.0, 0.1, 1.0, 1.0, 1.0 |
| }; |
| float mat[16] = {1.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 1.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 1.0}; |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| /* Draw a quad with all 3 coords enabled. Nothing fancy. v and w are swapped, but have the same |
| * values |
| */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* Now disable the w coordinate. Does that change the input, or the output. The coordinates |
| * are swapped by the matrix. If it changes the input, the v coord will be missing(green), |
| * otherwise the w will be missing(blue). |
| * turns out that on nvidia cards the blue color is missing, so it is an output modification. |
| * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 3 */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* D3DTTFF_COUNT1. Set a NULL matrix, and count1, pass in all values as 1.0. Nvidia has count1 == |
| * disable. ATI extends it up to the amount of values needed for the volume texture |
| */ |
| memset(mat, 0, sizeof(mat)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffffff, "quad 1 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ffff00 /* NV*/ || color == 0x00ffffff /* ATI */, |
| "quad 2 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "quad 3 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ffffff || color == 0x0000ff00, "quad 4 has color %08x, expected 0x00ffffff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| float quad1[] = { |
| -1.0, -1.0, 0.1, 1.0, 1.0, 1.0, |
| -1.0, 0.0, 0.1, 1.0, 1.0, 1.0, |
| 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, |
| 0.0, 0.0, 0.1, 1.0, 1.0, 1.0 |
| }; |
| float quad2[] = { |
| -1.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1, |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, 1.0, |
| 0.0, 1.0, 0.1, 1.0, |
| 1.0, 0.0, 0.1, 1.0, |
| 1.0, 1.0, 0.1, 1.0 |
| }; |
| float mat[16] = {0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0}; |
| float mat2[16] = {0.0, 0.0, 0.0, 1.0, |
| 1.0, 0.0, 0.0, 0.0, |
| 0.0, 1.0, 0.0, 0.0, |
| 0.0, 0.0, 1.0, 0.0}; |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| /* Default values? 4 coords used, 3 passed. What happens to the 4th? |
| * Use COUNT3 because newer Nvidia drivers return black when there are more (output) coords |
| * than being used by the texture(volume tex -> 3). Again, as shown in earlier test the COUNTx |
| * affects the post-transformation output, so COUNT3 plus the matrix above is OK for testing the |
| * 4th *input* coordinate. |
| */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* None passed */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| /* 4 used, 1 passed */ |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 4 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, "quad 1 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "quad 2 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000, "quad 3 has color %08x, expected 0x00ff0000\n", color); |
| /* Quad4: unused */ |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVolumeTexture9_Release(volume); |
| |
| out: |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); |
| IDirect3DVertexDeclaration9_Release(decl); |
| IDirect3DVertexDeclaration9_Release(decl2); |
| IDirect3DVertexDeclaration9_Release(decl3); |
| IDirect3DVertexDeclaration9_Release(decl4); |
| } |
| |
| static void texdepth_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DPixelShader9 *shader; |
| HRESULT hr; |
| const float texdepth_test_data1[] = { 0.25, 2.0, 0.0, 0.0}; |
| const float texdepth_test_data2[] = { 0.25, 0.5, 0.0, 0.0}; |
| const float texdepth_test_data3[] = {-1.00, 0.1, 0.0, 0.0}; |
| const float texdepth_test_data4[] = {-0.25, -0.5, 0.0, 0.0}; |
| const float texdepth_test_data5[] = { 1.00, -0.1, 0.0, 0.0}; |
| const float texdepth_test_data6[] = { 1.00, 0.5, 0.0, 0.0}; |
| const float texdepth_test_data7[] = { 0.50, 0.0, 0.0, 0.0}; |
| DWORD shader_code[] = { |
| 0xffff0104, /* ps_1_4 */ |
| 0x00000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c1, 0, 0, 1, 1 */ |
| 0x00000001, 0x800f0005, 0xa0e40000, /* mov r5, c0 */ |
| 0x0000fffd, /* phase */ |
| 0x00000057, 0x800f0005, /* texdepth r5 */ |
| 0x00000001, 0x800f0000, 0xa0e40001, /* mov r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD color; |
| float vertex[] = { |
| -1.0, -1.0, 0.0, |
| 1.0, -1.0, 1.0, |
| -1.0, 1.0, 0.0, |
| 1.0, 1.0, 1.0 |
| }; |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF returned %#x.\n", hr); |
| |
| /* Fill the depth buffer with a gradient */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| /* Now perform the actual tests. Same geometry, but with the shader */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 158, 240); |
| ok(color == 0x000000ff, "Pixel 158(25%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 162, 240); |
| ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 318, 240); |
| ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 322, 240); |
| ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 1, 240); |
| ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| color = getPixelColor(device, 318, 240); |
| ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 322, 240); |
| ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 1, 240); |
| ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 638, 240); |
| ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 638, 240); |
| ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| /* Cleanup */ |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| } |
| |
| static void texkill_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DPixelShader9 *shader; |
| HRESULT hr; |
| DWORD color; |
| |
| const float vertex[] = { |
| /* bottom top right left */ |
| -1.0, -1.0, 1.0, -0.1, 0.9, 0.9, -0.1, |
| 1.0, -1.0, 0.0, 0.9, -0.1, 0.9, -0.1, |
| -1.0, 1.0, 1.0, -0.1, 0.9, -0.1, 0.9, |
| 1.0, 1.0, 0.0, 0.9, -0.1, -0.1, 0.9, |
| }; |
| |
| DWORD shader_code_11[] = { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ |
| 0x00000041, 0xb00f0000, /* texkill t0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_code_20[] = { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 0.0, 0.0, 1.0, 1.0 */ |
| 0x01000041, 0xb00f0000, /* texkill t0 */ |
| 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| color = getPixelColor(device, 63, 46); |
| ok(color == 0x0000ff00, "Pixel 63/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 66, 46); |
| ok(color == 0x0000ff00, "Pixel 66/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 63, 49); |
| ok(color == 0x0000ff00, "Pixel 63/49 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 66, 49); |
| ok(color == 0x00ff0000, "Pixel 66/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 578, 46); |
| ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 575, 46); |
| ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 578, 49); |
| ok(color == 0x0000ff00, "Pixel 578/49 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 575, 49); |
| ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 63, 430); |
| ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 63, 433); |
| ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 66, 433); |
| ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 66, 430); |
| ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 578, 430); |
| ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 578, 433); |
| ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 575, 433); |
| ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 575, 430); |
| ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader); |
| if(FAILED(hr)) { |
| skip("Failed to create 2.0 test shader, most likely not supported\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 63, 46); |
| ok(color == 0x00ffff00, "Pixel 63/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 46); |
| ok(color == 0x00ffff00, "Pixel 66/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 63, 49); |
| ok(color == 0x00ffff00, "Pixel 63/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 49); |
| ok(color == 0x000000ff, "Pixel 66/49 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 578, 46); |
| ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 46); |
| ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 578, 49); |
| ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 49); |
| ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 63, 430); |
| ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 63, 433); |
| ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 433); |
| ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 66, 430); |
| ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 578, 430); |
| ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 578, 433); |
| ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 433); |
| ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 575, 430); |
| ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| /* Cleanup */ |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| } |
| |
| static void x8l8v8u8_test(IDirect3DDevice9 *device) |
| { |
| IDirect3D9 *d3d9; |
| HRESULT hr; |
| IDirect3DTexture9 *texture; |
| IDirect3DPixelShader9 *shader; |
| IDirect3DPixelShader9 *shader2; |
| D3DLOCKED_RECT lr; |
| DWORD color; |
| DWORD shader_code[] = { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_code2[] = { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000042, 0xb00f0000, /* tex t0 */ |
| 0x00000001, 0x800f0000, 0xb0ff0000, /* mov r0, t0.w */ |
| 0x0000ffff /* end */ |
| }; |
| |
| float quad[] = { |
| -1.0, -1.0, 0.1, 0.5, 0.5, |
| 1.0, -1.0, 0.1, 0.5, 0.5, |
| -1.0, 1.0, 0.1, 0.5, 0.5, |
| 1.0, 1.0, 0.1, 0.5, 0.5, |
| }; |
| |
| memset(&lr, 0, sizeof(lr)); |
| IDirect3DDevice9_GetDirect3D(device, &d3d9); |
| hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| 0, D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8); |
| IDirect3D9_Release(d3d9); |
| if(FAILED(hr)) { |
| skip("No D3DFMT_X8L8V8U8 support\n"); |
| return; |
| }; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed (%08x)\n", hr); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed (%08x)\n", hr); |
| *((DWORD *) lr.pBits) = 0x11ca3141; |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code2, &shader2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); |
| } |
| color = getPixelColor(device, 578, 430); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x82, 0x62, 0xca), 1), |
| "D3DFMT_X8L8V8U8 = 0x112131ca returns color %08x, expected 0x008262ca\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); |
| } |
| color = getPixelColor(device, 578, 430); |
| ok(color == 0x00ffffff, "w component of D3DFMT_X8L8V8U8 = 0x11ca3141 returns color %08x\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DPixelShader9_Release(shader2); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| static void autogen_mipmap_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3D9 *d3d; |
| IDirect3DTexture9 *texture = NULL; |
| IDirect3DSurface9 *surface; |
| DWORD color; |
| const RECT r1 = {256, 256, 512, 512}; |
| const RECT r2 = {512, 256, 768, 512}; |
| const RECT r3 = {256, 512, 512, 768}; |
| const RECT r4 = {512, 512, 768, 768}; |
| unsigned int x, y; |
| D3DLOCKED_RECT lr; |
| memset(&lr, 0, sizeof(lr)); |
| |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK) { |
| skip("No autogenmipmap support\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| IDirect3D9_Release(d3d); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Make the mipmap big, so that a smaller mipmap is used |
| */ |
| hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 0, D3DUSAGE_AUTOGENMIPMAP, |
| D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %08x\n", hr); |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr); |
| for(y = 0; y < 1024; y++) { |
| for(x = 0; x < 1024; x++) { |
| DWORD *dst = (DWORD *) (((BYTE *) lr.pBits) + y * lr.Pitch + x * 4); |
| POINT pt; |
| |
| pt.x = x; |
| pt.y = y; |
| if(PtInRect(&r1, pt)) { |
| *dst = 0xffff0000; |
| } else if(PtInRect(&r2, pt)) { |
| *dst = 0xff00ff00; |
| } else if(PtInRect(&r3, pt)) { |
| *dst = 0xff0000ff; |
| } else if(PtInRect(&r4, pt)) { |
| *dst = 0xff000000; |
| } else { |
| *dst = 0xffffffff; |
| } |
| } |
| } |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned %08x\n", hr); |
| IDirect3DSurface9_Release(surface); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| const float quad[] = { |
| -0.5, -0.5, 0.1, 0.0, 0.0, |
| -0.5, 0.5, 0.1, 0.0, 1.0, |
| 0.5, -0.5, 0.1, 1.0, 0.0, |
| 0.5, 0.5, 0.1, 1.0, 1.0 |
| }; |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| IDirect3DTexture9_Release(texture); |
| |
| color = getPixelColor(device, 200, 200); |
| ok(color == 0x00ffffff, "pixel 200/200 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 280, 200); |
| ok(color == 0x000000ff, "pixel 280/200 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 360, 200); |
| ok(color == 0x00000000, "pixel 360/200 has color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 440, 200); |
| ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 200, 270); |
| ok(color == 0x00ffffff, "pixel 200/270 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 280, 270); |
| ok(color == 0x00ff0000, "pixel 280/270 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 360, 270); |
| ok(color == 0x0000ff00, "pixel 360/270 has color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 440, 270); |
| ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| } |
| |
| static void test_constant_clamp_vs(IDirect3DDevice9 *device) |
| { |
| IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2; |
| IDirect3DVertexDeclaration9 *decl; |
| HRESULT hr; |
| DWORD color; |
| DWORD shader_code_11[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_code_11_2[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x00000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, /* dcl ... */ |
| 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* dcl ... */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_code_20[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_code_20_2[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x05000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, |
| 0x05000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| D3DDECL_END() |
| }; |
| float quad1[] = { |
| -1.0, -1.0, 0.1, |
| 0.0, -1.0, 0.1, |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1 |
| }; |
| float quad2[] = { |
| 0.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1 |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1 |
| }; |
| float quad4[] = { |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 0.0, 1.0, 0.1 |
| }; |
| float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0}; |
| float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0}; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20, &shader_20); |
| if(FAILED(hr)) shader_20 = NULL; |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20_2, &shader_20_2); |
| if(FAILED(hr)) shader_20_2 = NULL; |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| if(shader_20) { |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_20); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| } |
| |
| if(shader_20_2) { |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 1 has color %08x, expected 0x00bfbf80\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 2 has color %08x, expected 0x00bfbf80\n", color); |
| if(shader_20) { |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 3 has color %08x, expected 0x00bfbf80\n", color); |
| } |
| if(shader_20_2) { |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 4 has color %08x, expected 0x00bfbf80\n", color); |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVertexDeclaration9_Release(decl); |
| if(shader_20_2) IDirect3DVertexShader9_Release(shader_20_2); |
| if(shader_20) IDirect3DVertexShader9_Release(shader_20); |
| IDirect3DVertexShader9_Release(shader_11_2); |
| IDirect3DVertexShader9_Release(shader_11); |
| } |
| |
| static void constant_clamp_ps_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20; |
| HRESULT hr; |
| DWORD color; |
| DWORD shader_code_11[] = { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_code_12[] = { |
| 0xffff0102, /* ps_1_2 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| /* Skip 1.3 shaders because we have only 4 quads(ok, could make them smaller if needed). |
| * 1.2 and 1.4 shaders behave the same, so it's unlikely that 1.3 shaders are different. |
| * During development of this test, 1.3 shaders were verified too |
| */ |
| DWORD shader_code_14[] = { |
| 0xffff0104, /* ps_1_4 */ |
| /* Try to make one constant local. It gets clamped too, although the binary contains |
| * the bigger numbers |
| */ |
| 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* def c2, -0.5, 1.25, 2, 1 */ |
| 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_code_20[] = { |
| 0xffff0200, /* ps_2_0 */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| float quad1[] = { |
| -1.0, -1.0, 0.1, |
| 0.0, -1.0, 0.1, |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1 |
| }; |
| float quad2[] = { |
| 0.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1 |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1 |
| }; |
| float quad4[] = { |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 0.0, 1.0, 0.1 |
| }; |
| float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0}; |
| float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0}; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader_20); |
| if(FAILED(hr)) shader_20 = NULL; |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| if(shader_20) { |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_20); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), |
| "quad 1 has color %08x, expected 0x00808000\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), |
| "quad 2 has color %08x, expected 0x00808000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), |
| "quad 3 has color %08x, expected 0x00808000\n", color); |
| if(shader_20) { |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), |
| "quad 4 has color %08x, expected 0x00bfbf80\n", color); |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| if(shader_20) IDirect3DPixelShader9_Release(shader_20); |
| IDirect3DPixelShader9_Release(shader_14); |
| IDirect3DPixelShader9_Release(shader_12); |
| IDirect3DPixelShader9_Release(shader_11); |
| } |
| |
| static void dp2add_ps_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DPixelShader9 *shader_dp2add = NULL; |
| IDirect3DPixelShader9 *shader_dp2add_sat = NULL; |
| HRESULT hr; |
| DWORD color; |
| |
| /* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2. |
| * One D3D restriction of all shader instructions except SINCOS is that no more than 2 |
| * source tokens can be constants. So, for this exercise, we move contents of c0 to |
| * r0 first. |
| * The result here for the r,g,b components should be roughly 0.5: |
| * (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */ |
| static const DWORD shader_code_dp2add[] = { |
| 0xffff0200, /* ps_2_0 */ |
| 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0 */ |
| |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add r0.rgb, r0, r0, r0.a */ |
| |
| 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| /* Test the _sat modifier, too. Result here should be: |
| * DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5 |
| * _SAT: ==> 1.0 |
| * ADD: (1.0 + -0.5) = 0.5 |
| */ |
| static const DWORD shader_code_dp2add_sat[] = { |
| 0xffff0200, /* ps_2_0 */ |
| 0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0 */ |
| |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add_sat r0.rgb, r0, r0, r0.a */ |
| 0x03000002, 0x80070000, 0x80e40000, 0xa0000000, /* add r0.rgb, r0, c0.r */ |
| |
| 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| const float quad[] = { |
| -1.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1 |
| }; |
| |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| if (shader_dp2add) { |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 360, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), |
| "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader_dp2add); |
| } else { |
| skip("dp2add shader creation failed\n"); |
| } |
| |
| if (shader_dp2add_sat) { |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 360, 240); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), |
| "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader_dp2add_sat); |
| } else { |
| skip("dp2add shader creation failed\n"); |
| } |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| } |
| |
| static void cnd_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14; |
| IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue; |
| HRESULT hr; |
| DWORD color; |
| /* 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 c0.a. Essentially it |
| * does a mov r0.a, r0.r, which isn't allowed as-is in 1.x pixel shaders. |
| */ |
| 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 */ |
| }; |
| 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 */ |
| }; |
| 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 */ |
| }; |
| 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). |
| */ |
| 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 */ |
| /* 0x40000000 = D3DSI_COISSUE */ |
| 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| 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 */ |
| /* 0x40000000 = D3DSI_COISSUE */ |
| 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| 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 */ |
| /* 0x40000000 = D3DSI_COISSUE */ |
| 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */ |
| 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 |
| */ |
| 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, t0 */ |
| 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ |
| /* 0x40000000 = D3DSI_COISSUE */ |
| 0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0, c1, c2 */ |
| 0x0000ffff /* end */ |
| }; |
| float quad1[] = { |
| -1.0, -1.0, 0.1, 0.0, 0.0, 1.0, |
| 0.0, -1.0, 0.1, 1.0, 0.0, 1.0, |
| -1.0, 0.0, 0.1, 0.0, 1.0, 0.0, |
| 0.0, 0.0, 0.1, 1.0, 1.0, 0.0 |
| }; |
| float quad2[] = { |
| 0.0, -1.0, 0.1, 0.0, 0.0, 1.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, 1.0, |
| 0.0, 0.0, 0.1, 0.0, 1.0, 0.0, |
| 1.0, 0.0, 0.1, 1.0, 1.0, 0.0 |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, 0.0, 0.0, 1.0, |
| 1.0, 0.0, 0.1, 1.0, 0.0, 1.0, |
| 0.0, 1.0, 0.1, 0.0, 1.0, 0.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, 0.0 |
| }; |
| float quad4[] = { |
| -1.0, 0.0, 0.1, 0.0, 0.0, 1.0, |
| 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, |
| -1.0, 1.0, 0.1, 0.0, 1.0, 0.0, |
| 0.0, 1.0, 0.1, 1.0, 1.0, 0.0 |
| }; |
| float test_data_c1[4] = { 0.0, 0.0, 0.0, 0.0}; |
| float test_data_c2[4] = { 1.0, 1.0, 1.0, 1.0}; |
| float test_data_c1_coi[4] = { 0.0, 1.0, 0.0, 0.0}; |
| float test_data_c2_coi[4] = { 1.0, 0.0, 1.0, 1.0}; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_11); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_12); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_13); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_14); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color); |
| |
| /* 1.1 shader. All 3 components get set, based on the .w comparison */ |
| color = getPixelColor(device, 158, 358); |
| ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 358); |
| ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), |
| "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 & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), |
| "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 & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), |
| "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 & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), |
| "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 & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), |
| "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 & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), |
| "pixel 482, 122 has color %08x, expected 0x00000000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| |
| /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind |
| * that we swapped the values in c1 and c2 to make the other tests return some color |
| */ |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color); |
| |
| /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected |
| * (The Win7 nvidia driver always selects c2) |
| */ |
| color = getPixelColor(device, 158, 358); |
| ok(color_match(color, 0x0000ff00, 1) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || color_match(color, 0x00ff00ff, 1), |
| "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DPixelShader9_Release(shader_14_coissue); |
| IDirect3DPixelShader9_Release(shader_13_coissue); |
| IDirect3DPixelShader9_Release(shader_12_coissue); |
| IDirect3DPixelShader9_Release(shader_11_coissue); |
| IDirect3DPixelShader9_Release(shader_14); |
| IDirect3DPixelShader9_Release(shader_13); |
| IDirect3DPixelShader9_Release(shader_12); |
| IDirect3DPixelShader9_Release(shader_11); |
| } |
| |
| static void nested_loop_test(IDirect3DDevice9 *device) { |
| const DWORD shader_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ |
| 0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/ |
| 0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0 */ |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ |
| 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ |
| 0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001, /* add r0, r0, c1 */ |
| 0x0000001d, /* endloop */ |
| 0x0000001d, /* endloop */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD vshader_code[] = { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DPixelShader9 *shader; |
| IDirect3DVertexShader9 *vshader; |
| HRESULT hr; |
| DWORD color; |
| const float quad[] = { |
| -1.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1 |
| }; |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x0000ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 360, 240); |
| ok(color == 0x007f0000 || color == 0x00800000 || color == 0x00810000, |
| "Nested loop test returned color 0x%08x, expected 0x00800000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DVertexShader9_Release(vshader); |
| } |
| |
| struct varying_test_struct |
| { |
| const DWORD *shader_code; |
| IDirect3DPixelShader9 *shader; |
| DWORD color, color_rhw; |
| const char *name; |
| BOOL todo, todo_rhw; |
| }; |
| |
| struct hugeVertex |
| { |
| float pos_x, pos_y, pos_z, rhw; |
| float weight_1, weight_2, weight_3, weight_4; |
| float index_1, index_2, index_3, index_4; |
| float normal_1, normal_2, normal_3, normal_4; |
| float fog_1, fog_2, fog_3, fog_4; |
| float texcoord_1, texcoord_2, texcoord_3, texcoord_4; |
| float tangent_1, tangent_2, tangent_3, tangent_4; |
| float binormal_1, binormal_2, binormal_3, binormal_4; |
| float depth_1, depth_2, depth_3, depth_4; |
| DWORD diffuse, specular; |
| }; |
| |
| static void pretransformed_varying_test(IDirect3DDevice9 *device) { |
| /* dcl_position: fails to compile */ |
| const DWORD blendweight_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000001, 0x900f0000, /* dcl_blendweight, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD blendindices_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000002, 0x900f0000, /* dcl_blendindices, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD normal_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000003, 0x900f0000, /* dcl_normal, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| /* psize: fails? */ |
| const DWORD texcoord0_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD tangent_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000006, 0x900f0000, /* dcl_tangent, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD binormal_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000007, 0x900f0000, /* dcl_binormal, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| /* tessfactor: fails */ |
| /* positiont: fails */ |
| const DWORD color_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD fog_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000b, 0x900f0000, /* dcl_fog, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD depth_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000c, 0x900f0000, /* dcl_depth, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD specular_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8001000a, 0x900f0000, /* dcl_color1, v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| /* sample: fails */ |
| |
| struct varying_test_struct tests[] = { |
| {blendweight_code, NULL, 0x00000000, 0x00191919, "blendweight" , FALSE, TRUE }, |
| {blendindices_code, NULL, 0x00000000, 0x00000000, "blendindices" , FALSE, FALSE }, |
| {normal_code, NULL, 0x00000000, 0x004c4c4c, "normal" , FALSE, TRUE }, |
| /* Why does dx not forward the texcoord? */ |
| {texcoord0_code, NULL, 0x00000000, 0x00808c8c, "texcoord0" , FALSE, FALSE }, |
| {tangent_code, NULL, 0x00000000, 0x00999999, "tangent" , FALSE, TRUE }, |
| {binormal_code, NULL, 0x00000000, 0x00b2b2b2, "binormal" , FALSE, TRUE }, |
| {color_code, NULL, 0x00e6e6e6, 0x00e6e6e6, "color" , FALSE, FALSE }, |
| {fog_code, NULL, 0x00000000, 0x00666666, "fog" , FALSE, TRUE }, |
| {depth_code, NULL, 0x00000000, 0x00cccccc, "depth" , FALSE, TRUE }, |
| {specular_code, NULL, 0x004488ff, 0x004488ff, "specular" , FALSE, FALSE } |
| }; |
| /* Declare a monster vertex type :-) */ |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, |
| {0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0}, |
| {0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0}, |
| {0, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, |
| {0, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG, 0}, |
| {0, 80, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 96, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0}, |
| {0, 112, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0}, |
| {0, 128, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH, 0}, |
| {0, 144, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| {0, 148, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1}, |
| D3DDECL_END() |
| }; |
| struct hugeVertex data[4] = { |
| { |
| -1.0, -1.0, 0.1, 1.0, |
| 0.1, 0.1, 0.1, 0.1, |
| 0.2, 0.2, 0.2, 0.2, |
| 0.3, 0.3, 0.3, 0.3, |
| 0.4, 0.4, 0.4, 0.4, |
| 0.50, 0.55, 0.55, 0.55, |
| 0.6, 0.6, 0.6, 0.7, |
| 0.7, 0.7, 0.7, 0.6, |
| 0.8, 0.8, 0.8, 0.8, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff /* Nothing special */ |
| }, |
| { |
| 1.0, -1.0, 0.1, 1.0, |
| 0.1, 0.1, 0.1, 0.1, |
| 0.2, 0.2, 0.2, 0.2, |
| 0.3, 0.3, 0.3, 0.3, |
| 0.4, 0.4, 0.4, 0.4, |
| 0.50, 0.55, 0.55, 0.55, |
| 0.6, 0.6, 0.6, 0.7, |
| 0.7, 0.7, 0.7, 0.6, |
| 0.8, 0.8, 0.8, 0.8, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff /* Nothing special */ |
| }, |
| { |
| -1.0, 1.0, 0.1, 1.0, |
| 0.1, 0.1, 0.1, 0.1, |
| 0.2, 0.2, 0.2, 0.2, |
| 0.3, 0.3, 0.3, 0.3, |
| 0.4, 0.4, 0.4, 0.4, |
| 0.50, 0.55, 0.55, 0.55, |
| 0.6, 0.6, 0.6, 0.7, |
| 0.7, 0.7, 0.7, 0.6, |
| 0.8, 0.8, 0.8, 0.8, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff /* Nothing special */ |
| }, |
| { |
| 1.0, 1.0, 0.1, 1.0, |
| 0.1, 0.1, 0.1, 0.1, |
| 0.2, 0.2, 0.2, 0.2, |
| 0.3, 0.3, 0.3, 0.3, |
| 0.4, 0.4, 0.4, 0.4, |
| 0.50, 0.55, 0.55, 0.55, |
| 0.6, 0.6, 0.6, 0.7, |
| 0.7, 0.7, 0.7, 0.6, |
| 0.8, 0.8, 0.8, 0.8, |
| 0xe6e6e6e6, /* 0.9 * 256 */ |
| 0x224488ff /* Nothing special */ |
| }, |
| }; |
| struct hugeVertex data2[4]; |
| IDirect3DVertexDeclaration9 *decl; |
| HRESULT hr; |
| unsigned int i; |
| DWORD color, r, g, b, r_e, g_e, b_e; |
| |
| memcpy(data2, data, sizeof(data2)); |
| data2[0].pos_x = 0; data2[0].pos_y = 0; |
| data2[1].pos_x = 640; data2[1].pos_y = 0; |
| data2[2].pos_x = 0; data2[2].pos_y = 480; |
| data2[3].pos_x = 640; data2[3].pos_y = 480; |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| |
| for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++) |
| { |
| hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &tests[i].shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed for shader %s, hr = %08x\n", |
| tests[i].name, hr); |
| } |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++) |
| { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, tests[i].shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data2, sizeof(data2[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 360, 240); |
| r = color & 0x00ff0000 >> 16; |
| g = color & 0x0000ff00 >> 8; |
| b = color & 0x000000ff; |
| r_e = tests[i].color_rhw & 0x00ff0000 >> 16; |
| g_e = tests[i].color_rhw & 0x0000ff00 >> 8; |
| b_e = tests[i].color_rhw & 0x000000ff; |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| if(tests[i].todo_rhw) { |
| /* This isn't a weekend's job to fix, ignore the problem for now. Needs a replacement |
| * pipeline |
| */ |
| todo_wine ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1, |
| "Test %s returned color 0x%08x, expected 0x%08x(todo)\n", |
| tests[i].name, color, tests[i].color_rhw); |
| } else { |
| ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1, |
| "Test %s returned color 0x%08x, expected 0x%08x\n", |
| tests[i].name, color, tests[i].color_rhw); |
| } |
| } |
| |
| for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++) |
| { |
| IDirect3DPixelShader9_Release(tests[i].shader); |
| } |
| |
| IDirect3DVertexDeclaration9_Release(decl); |
| } |
| |
| static void test_compare_instructions(IDirect3DDevice9 *device) |
| { |
| DWORD shader_sge_vec_code[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000d, 0xd00f0000, 0x80e40000, 0xa0e40001, /* sge oD0, r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_slt_vec_code[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000c, 0xd00f0000, 0x80e40000, 0xa0e40001, /* slt oD0, r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_sge_scalar_code[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000d, 0xd0010000, 0x80000000, 0xa0550001, /* slt oD0.r, r0.r, c1.b */ |
| 0x0000000d, 0xd0020000, 0x80550000, 0xa0aa0001, /* slt oD0.g, r0.g, c1.r */ |
| 0x0000000d, 0xd0040000, 0x80aa0000, 0xa0000001, /* slt oD0.b, r0.b, c1.g */ |
| 0x0000ffff /* end */ |
| }; |
| DWORD shader_slt_scalar_code[] = { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0000000c, 0xd0010000, 0x80000000, 0xa0aa0001, /* slt oD0.r, r0.r, c1.b */ |
| 0x0000000c, 0xd0020000, 0x80550000, 0xa0000001, /* slt oD0.g, r0.g, c1.r */ |
| 0x0000000c, 0xd0040000, 0x80aa0000, 0xa0550001, /* slt oD0.b, r0.b, c1.g */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *shader_sge_vec; |
| IDirect3DVertexShader9 *shader_slt_vec; |
| IDirect3DVertexShader9 *shader_sge_scalar; |
| IDirect3DVertexShader9 *shader_slt_scalar; |
| HRESULT hr, color; |
| float quad1[] = { |
| -1.0, -1.0, 0.1, |
| 0.0, -1.0, 0.1, |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1 |
| }; |
| float quad2[] = { |
| 0.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1 |
| }; |
| float quad3[] = { |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 0.0, 1.0, 0.1 |
| }; |
| float quad4[] = { |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1 |
| }; |
| const float const0[4] = {0.8, 0.2, 0.2, 0.2}; |
| const float const1[4] = {0.2, 0.8, 0.2, 0.2}; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_vec_code, &shader_slt_vec); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_scalar_code, &shader_sge_scalar); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_scalar_code, &shader_slt_scalar); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); |
| ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, const1, 1); |
| ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 3); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); |
| ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00FF00FF, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00FF00FF\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000FF00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000FF00\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00FFFFFF, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00FFFFFF\n", color); |
| color = getPixelColor(device, 480, 160); |
| ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVertexShader9_Release(shader_sge_vec); |
| IDirect3DVertexShader9_Release(shader_slt_vec); |
| IDirect3DVertexShader9_Release(shader_sge_scalar); |
| IDirect3DVertexShader9_Release(shader_slt_scalar); |
| } |
| |
| static void test_vshader_input(IDirect3DDevice9 *device) |
| { |
| static const DWORD swapped_shader_code_3[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ |
| 0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD swapped_shader_code_1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x0000001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ |
| 0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD swapped_shader_code_2[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ |
| 0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD texcoord_color_shader_code_3[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD texcoord_color_shader_code_2[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD texcoord_color_shader_code_1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD color_color_shader_code_3[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001, /* mul o1, c0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD color_color_shader_code_2[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD color_color_shader_code_1[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD ps3_code[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ |
| 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader; |
| IDirect3DPixelShader9 *ps; |
| HRESULT hr; |
| DWORD color; |
| float quad1[] = { |
| -1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| 0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| -1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| }; |
| float quad2[] = { |
| 0.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| 1.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| }; |
| float quad3[] = { |
| -1.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, -1.0, 0.0, 0.0, |
| 0.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, |
| -1.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, |
| 0.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, |
| }; |
| float quad4[] = { |
| 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| 1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| 0.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| 1.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_color_color[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_color_float[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder; |
| IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float; |
| unsigned int i; |
| float normalize[4] = {1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0}; |
| float no_normalize[4] = {1.0, 1.0, 1.0, 1.0}; |
| |
| struct vertex quad1_color[] = { |
| {-1.0, -1.0, 0.1, 0x00ff8040}, |
| { 0.0, -1.0, 0.1, 0x00ff8040}, |
| {-1.0, 0.0, 0.1, 0x00ff8040}, |
| { 0.0, 0.0, 0.1, 0x00ff8040} |
| }; |
| struct vertex quad2_color[] = { |
| { 0.0, -1.0, 0.1, 0x00ff8040}, |
| { 1.0, -1.0, 0.1, 0x00ff8040}, |
| { 0.0, 0.0, 0.1, 0x00ff8040}, |
| { 1.0, 0.0, 0.1, 0x00ff8040} |
| }; |
| struct vertex quad3_color[] = { |
| {-1.0, 0.0, 0.1, 0x00ff8040}, |
| { 0.0, 0.0, 0.1, 0x00ff8040}, |
| {-1.0, 1.0, 0.1, 0x00ff8040}, |
| { 0.0, 1.0, 0.1, 0x00ff8040} |
| }; |
| float quad4_color[] = { |
| 0.0, 0.0, 0.1, 1.0, 1.0, 0.0, 0.0, |
| 1.0, 0.0, 0.1, 1.0, 1.0, 0.0, 1.0, |
| 0.0, 1.0, 0.1, 1.0, 1.0, 0.0, 0.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, 0.0, 1.0, |
| }; |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_wrongidx, &decl_twotex_wrongidx); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_rightorder, &decl_twotexcrd_rightorder); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_texcoord_color, &decl_texcoord_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_color, &decl_color_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_ubyte, &decl_color_ubyte); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); |
| |
| for(i = 1; i <= 3; i++) { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| if(i == 3) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| } else if(i == 2){ |
| hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } else if(i == 1) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_1, &swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11); |
| if(i == 3 || i == 2) { |
| ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i); |
| } else if(i == 1) { |
| /* Succeeds or fails, depending on SW or HW vertex processing */ |
| ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11); |
| if(i == 3 || i == 2) { |
| ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i); |
| } else if(i == 1) { |
| ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = 1\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| if(i == 3 || i == 2) { |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), |
| "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color); |
| |
| /* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */ |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00FFFF00 || color ==0x00FF0000, |
| "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color); |
| color = getPixelColor(device, 160, 120); |
| /* Same as above, accept both the last used value and 0.0 for the undefined streams */ |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), |
| "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color); |
| |
| color = getPixelColor(device, 480, 160); |
| ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); |
| } else if(i == 1) { |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), |
| "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color); |
| color = getPixelColor(device, 480, 360); |
| /* Accept the clear color as well in this case, since SW VP returns an error */ |
| ok(color == 0x00FFFF00 || color == 0x00FF0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), |
| "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color); |
| color = getPixelColor(device, 480, 160); |
| ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Now find out if the whole streams are re-read, or just the last active value for the |
| * vertices is used. |
| */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| float quad1_modified[] = { |
| -1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, |
| 0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, |
| -1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0, 0.0, |
| 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, -1.0, -1.0, 0.0, |
| }; |
| float quad2_modified[] = { |
| 0.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| 1.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| 0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| 1.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, |
| }; |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11); |
| if(i == 3 || i == 2) { |
| ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i); |
| } else if(i == 1) { |
| /* Succeeds or fails, depending on SW or HW vertex processing */ |
| ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 480, 350); |
| /* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that |
| * as well. |
| * |
| * NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors, |
| * i.e., the whole old stream is read, and not just the last used attribute. Some games require that this |
| * does *not* happen, otherwise they can crash because of a read from a bad pointer, so do not accept the |
| * refrast's result. |
| * |
| * A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2). |
| */ |
| ok(color == 0x000000FF || color == 0x00808080 || color == 0x00000000, |
| "Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF, 0x00808080 or 0x00000000\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DDevice9_SetVertexShader(device, NULL); |
| IDirect3DDevice9_SetPixelShader(device, NULL); |
| IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| |
| IDirect3DVertexShader9_Release(swapped_shader); |
| } |
| |
| for(i = 1; i <= 3; i++) { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); |
| if(i == 3) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); |
| } else if(i == 2){ |
| hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_2, &color_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } else if(i == 1) { |
| hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_1, &texcoord_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_1, &color_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| IDirect3DDevice9_SetVertexShader(device, NULL); |
| IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| IDirect3DDevice9_SetPixelShader(device, NULL); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), |
| "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1), |
| "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), |
| "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color); |
| color = getPixelColor(device, 480, 160); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1), |
| "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00FFFF00\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| IDirect3DVertexShader9_Release(texcoord_color_shader); |
| IDirect3DVertexShader9_Release(color_color_shader); |
| } |
| |
| IDirect3DVertexDeclaration9_Release(decl_twotexcrd); |
| IDirect3DVertexDeclaration9_Release(decl_onetexcrd); |
| IDirect3DVertexDeclaration9_Release(decl_twotex_wrongidx); |
| IDirect3DVertexDeclaration9_Release(decl_twotexcrd_rightorder); |
| |
| IDirect3DVertexDeclaration9_Release(decl_texcoord_color); |
| IDirect3DVertexDeclaration9_Release(decl_color_color); |
| IDirect3DVertexDeclaration9_Release(decl_color_ubyte); |
| IDirect3DVertexDeclaration9_Release(decl_color_float); |
| |
| IDirect3DPixelShader9_Release(ps); |
| } |
| |
| static void srgbtexture_test(IDirect3DDevice9 *device) |
| { |
| /* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE |
| * texture stage state to render a quad using that texture. The resulting |
| * color components should be 0x36 (~ 0.21), per this formula: |
| * linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4 |
| * This is true where srgb_color > 0.04045. |
| */ |
| IDirect3D9 *d3d = NULL; |
| HRESULT hr; |
| LPDIRECT3DTEXTURE9 texture = NULL; |
| LPDIRECT3DSURFACE9 surface = NULL; |
| D3DLOCKED_RECT lr; |
| DWORD color; |
| float quad[] = { |
| -1.0, 1.0, 0.0, 0.0, 0.0, |
| 1.0, 1.0, 0.0, 1.0, 0.0, |
| -1.0, -1.0, 0.0, 0.0, 1.0, |
| 1.0, -1.0, 0.0, 1.0, 1.0, |
| }; |
| |
| |
| memset(&lr, 0, sizeof(lr)); |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, |
| D3DFMT_A8R8G8B8) != D3D_OK) { |
| skip("D3DFMT_A8R8G8B8 textures with SRGBREAD not supported\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0, |
| D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, |
| &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); |
| if(!texture) { |
| skip("Failed to create A8R8G8B8 texture with SRGBREAD\n"); |
| goto out; |
| } |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| |
| fill_surface(surface, 0xff7f7f7f); |
| IDirect3DSurface9_Release(surface); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00363636 || color == 0x00373737, "srgb quad has color %08x, expected 0x00363636\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| out: |
| if(texture) IDirect3DTexture9_Release(texture); |
| IDirect3D9_Release(d3d); |
| } |
| |
| static void shademode_test(IDirect3DDevice9 *device) |
| { |
| /* Render a quad and try all of the different fixed function shading models. */ |
| HRESULT hr; |
| DWORD color0, color1; |
| DWORD color0_gouraud = 0, color1_gouraud = 0; |
| DWORD shademode = D3DSHADE_FLAT; |
| DWORD primtype = D3DPT_TRIANGLESTRIP; |
| LPVOID data = NULL; |
| LPDIRECT3DVERTEXBUFFER9 vb_strip = NULL; |
| LPDIRECT3DVERTEXBUFFER9 vb_list = NULL; |
| UINT i, j; |
| struct vertex 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 } |
| }; |
| struct vertex 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, 0xff00ff00 }, |
| { 1.0f, -1.0f, 0.0f, 0xff0000ff }, |
| { 1.0f, 1.0f, 0.0f, 0xffffffff } |
| }; |
| |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip), |
| 0, 0, D3DPOOL_MANAGED, &vb_strip, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if (FAILED(hr)) goto bail; |
| |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list), |
| 0, 0, D3DPOOL_MANAGED, &vb_list, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if (FAILED(hr)) goto bail; |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| |
| hr = IDirect3DVertexBuffer9_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad_strip, sizeof(quad_strip)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb_strip); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| |
| hr = IDirect3DVertexBuffer9_Lock(vb_list, 0, sizeof(quad_list), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad_list, sizeof(quad_list)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb_list); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| |
| /* Try it first with a TRIANGLESTRIP. Do it with different geometry because |
| * the color fixups we have to do for FLAT shading will be dependent on that. */ |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| |
| /* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */ |
| for (j=0; j<2; j++) { |
| |
| /* Inner loop just changes the D3DRS_SHADEMODE */ |
| for (i=0; i<3; i++) { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| /* Sample two spots from the output */ |
| color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ |
| color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ |
| switch(shademode) { |
| case D3DSHADE_FLAT: |
| /* Should take the color of the first vertex of each triangle */ |
| if (0) |
| { |
| /* This test depends on EXT_provoking_vertex being |
| * available. This extension is currently (20090810) |
| * not common enough to let the test fail if it isn't |
| * present. */ |
| ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0); |
| ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1); |
| } |
| shademode = D3DSHADE_GOURAUD; |
| break; |
| case D3DSHADE_GOURAUD: |
| /* Should be an interpolated blend */ |
| |
| ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2), |
| "GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0); |
| ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2), |
| "GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1); |
| |
| color0_gouraud = color0; |
| color1_gouraud = color1; |
| |
| shademode = D3DSHADE_PHONG; |
| break; |
| case D3DSHADE_PHONG: |
| /* Should be the same as GOURAUD, since no hardware implements this */ |
| ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2), |
| "PHONG shading has color0 %08x, expected 0x000dca28\n", color0); |
| ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2), |
| "PHONG shading has color1 %08x, expected 0x000d45c7\n", color1); |
| |
| ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n", |
| color0_gouraud, color0); |
| ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n", |
| color1_gouraud, color1); |
| break; |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| /* Now, do it all over again with a TRIANGLELIST */ |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| primtype = D3DPT_TRIANGLELIST; |
| shademode = D3DSHADE_FLAT; |
| } |
| |
| bail: |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| if (vb_strip) |
| IDirect3DVertexBuffer9_Release(vb_strip); |
| if (vb_list) |
| IDirect3DVertexBuffer9_Release(vb_list); |
| } |
| |
| static void alpha_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3DTexture9 *offscreenTexture; |
| IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; |
| DWORD color; |
| |
| struct vertex quad1[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0x4000ff00}, |
| {-1.0f, 0.0f, 0.1f, 0x4000ff00}, |
| { 1.0f, -1.0f, 0.1f, 0x4000ff00}, |
| { 1.0f, 0.0f, 0.1f, 0x4000ff00}, |
| }; |
| struct vertex quad2[] = |
| { |
| {-1.0f, 0.0f, 0.1f, 0xc00000ff}, |
| {-1.0f, 1.0f, 0.1f, 0xc00000ff}, |
| { 1.0f, 0.0f, 0.1f, 0xc00000ff}, |
| { 1.0f, 1.0f, 0.1f, 0xc00000ff}, |
| }; |
| static const float composite_quad[][5] = { |
| { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, |
| { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, |
| }; |
| |
| /* Clear the render target with alpha = 0.5 */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| if(!backbuffer) { |
| goto out; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); |
| if(!offscreen) { |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { |
| |
| /* Draw two quads, one with src alpha blending, one with dest alpha blending. */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| /* Switch to the offscreen buffer, and redo the testing. The offscreen render target |
| * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render |
| * targets without alpha channel, they give essentially ZERO and ONE blend factors. */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| |
| /* Render the offscreen texture onto the frame buffer to be able to compare it regularly. |
| * Disable alpha blending for the final composition |
| */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), |
| "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); |
| |
| color = getPixelColor(device, 160, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), |
| "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), |
| "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); |
| |
| color = getPixelColor(device, 480, 120); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), |
| "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| out: |
| /* restore things */ |
| if(backbuffer) { |
| IDirect3DSurface9_Release(backbuffer); |
| } |
| if(offscreenTexture) { |
| IDirect3DTexture9_Release(offscreenTexture); |
| } |
| if(offscreen) { |
| IDirect3DSurface9_Release(offscreen); |
| } |
| } |
| |
| struct vertex_shortcolor { |
| float x, y, z; |
| unsigned short r, g, b, a; |
| }; |
| struct vertex_floatcolor { |
| float x, y, z; |
| float r, g, b, a; |
| }; |
| |
| static void fixed_function_decl_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| BOOL s_ok, ub_ok, f_ok; |
| DWORD color, size, i; |
| void *data; |
| static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_d3dcolor_2streams[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {1, 0, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_ubyte4n[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_ubyte4n_2streams[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {1, 0, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_short4[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_USHORT4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_float[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| static const D3DVERTEXELEMENT9 decl_elements_positiont[] = { |
| {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, |
| {0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL; |
| IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_positiont; |
| IDirect3DVertexBuffer9 *vb, *vb2; |
| struct vertex quad1[] = /* D3DCOLOR */ |
| { |
| {-1.0f, -1.0f, 0.1f, 0x00ffff00}, |
| {-1.0f, 0.0f, 0.1f, 0x00ffff00}, |
| { 0.0f, -1.0f, 0.1f, 0x00ffff00}, |
| { 0.0f, 0.0f, 0.1f, 0x00ffff00}, |
| }; |
| struct vertex quad2[] = /* UBYTE4N */ |
| { |
| {-1.0f, 0.0f, 0.1f, 0x00ffff00}, |
| {-1.0f, 1.0f, 0.1f, 0x00ffff00}, |
| { 0.0f, 0.0f, 0.1f, 0x00ffff00}, |
| { 0.0f, 1.0f, 0.1f, 0x00ffff00}, |
| }; |
| struct vertex_shortcolor quad3[] = /* short */ |
| { |
| { 0.0f, -1.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, |
| { 0.0f, 0.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, |
| { 1.0f, -1.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, |
| { 1.0f, 0.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, |
| }; |
| struct vertex_floatcolor quad4[] = |
| { |
| { 0.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, |
| { 0.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, |
| { 1.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, |
| { 1.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, |
| }; |
| DWORD colors[] = { |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, |
| }; |
| float quads[] = { |
| -1.0, -1.0, 0.1, |
| -1.0, 0.0, 0.1, |
| 0.0, -1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| |
| 0.0, -1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 1.0, -1.0, 0.1, |
| 1.0, 0.0, 0.1, |
| |
| 0.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1, |
| 1.0, 0.0, 0.1, |
| 1.0, 1.0, 0.1, |
| |
| -1.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1 |
| }; |
| struct tvertex quad_transformed[] = { |
| { 90, 110, 0.1, 2.0, 0x00ffff00}, |
| { 570, 110, 0.1, 2.0, 0x00ffff00}, |
| { 90, 300, 0.1, 2.0, 0x00ffff00}, |
| { 570, 300, 0.1, 2.0, 0x00ffff00} |
| }; |
| D3DCAPS9 caps; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_short4, &dcl_short); |
| ok(SUCCEEDED(hr) || hr == E_FAIL, "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_float, &dcl_float); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| if(caps.DeclTypes & D3DDTCAPS_UBYTE4N) { |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n_2streams, &dcl_ubyte_2); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n, &dcl_ubyte); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| } else { |
| trace("D3DDTCAPS_UBYTE4N not supported\n"); |
| dcl_ubyte_2 = NULL; |
| dcl_ubyte = NULL; |
| } |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor_2streams, &dcl_color_2); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_positiont, &dcl_positiont); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); |
| |
| size = max(sizeof(quad1), max(sizeof(quad2), max(sizeof(quad3), max(sizeof(quad4), sizeof(quads))))); |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, size, |
| 0, 0, D3DPOOL_MANAGED, &vb, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); |
| f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; |
| if(SUCCEEDED(hr)) { |
| if(dcl_color) { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| } |
| |
| /* Tests with non-standard fixed function types fail on the refrast. The ATI driver partially |
| * accepts them, the nvidia driver accepts them all. All those differences even though we're |
| * using software vertex processing. Doh! |
| */ |
| if(dcl_ubyte) { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| ub_ok = SUCCEEDED(hr); |
| } |
| |
| if(dcl_short) { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| s_ok = SUCCEEDED(hr); |
| } |
| |
| if(dcl_float) { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| f_ok = SUCCEEDED(hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\n", hr); |
| } |
| |
| if(dcl_short) { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff || !s_ok, |
| "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); |
| } |
| if(dcl_ubyte) { |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ffff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); |
| } |
| if(dcl_color) { |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffff00, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); |
| } |
| if(dcl_float) { |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000 || !f_ok, |
| "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* The following test with vertex buffers doesn't serve to find out new information from windows. |
| * It is a plain regression test because wined3d uses different codepaths for attribute conversion |
| * with vertex buffers. It makes sure that the vertex buffer one works, while the above tests |
| * whether the immediate mode code works |
| */ |
| f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); |
| if(SUCCEEDED(hr)) { |
| if(dcl_color) { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad1, sizeof(quad1)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| } |
| |
| if(dcl_ubyte) { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad2, sizeof(quad2)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, |
| "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| ub_ok = SUCCEEDED(hr); |
| } |
| |
| if(dcl_short) { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad3, sizeof(quad3)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, |
| "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| s_ok = SUCCEEDED(hr); |
| } |
| |
| if(dcl_float) { |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad4, sizeof(quad4)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, |
| "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| f_ok = SUCCEEDED(hr); |
| } |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); |
| |
| if(dcl_short) { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff || !s_ok, |
| "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); |
| } |
| if(dcl_ubyte) { |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ffff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); |
| } |
| if(dcl_color) { |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ffff00, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); |
| } |
| if(dcl_float) { |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000 || !f_ok, |
| "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad_transformed), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad_transformed, sizeof(quad_transformed)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_positiont); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 88, 108); |
| ok(color == 0x000000ff, |
| "pixel 88/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 108); |
| ok(color == 0x000000ff, |
| "pixel 92/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 88, 112); |
| ok(color == 0x000000ff, |
| "pixel 88/112 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 112); |
| ok(color == 0x00ffff00, |
| "pixel 92/112 has color %08x, expected 0x00ffff00\n", color); |
| |
| color = getPixelColor(device, 568, 108); |
| ok(color == 0x000000ff, |
| "pixel 568/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 572, 108); |
| ok(color == 0x000000ff, |
| "pixel 572/108 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 568, 112); |
| ok(color == 0x00ffff00, |
| "pixel 568/112 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 572, 112); |
| ok(color == 0x000000ff, |
| "pixel 572/112 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 88, 298); |
| ok(color == 0x000000ff, |
| "pixel 88/298 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 298); |
| ok(color == 0x00ffff00, |
| "pixel 92/298 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 88, 302); |
| ok(color == 0x000000ff, |
| "pixel 88/302 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 92, 302); |
| ok(color == 0x000000ff, |
| "pixel 92/302 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 568, 298); |
| ok(color == 0x00ffff00, |
| "pixel 568/298 has color %08x, expected 0x00ffff00\n", color); |
| color = getPixelColor(device, 572, 298); |
| ok(color == 0x000000ff, |
| "pixel 572/298 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 568, 302); |
| ok(color == 0x000000ff, |
| "pixel 568/302 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 572, 302); |
| ok(color == 0x000000ff, |
| "pixel 572/302 has color %08x, expected 0x000000ff\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* This test is pointless without those two declarations: */ |
| if((!dcl_color_2) || (!dcl_ubyte_2)) { |
| skip("color-ubyte switching test declarations aren't supported\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quads), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quads, sizeof(quads)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(colors), |
| 0, 0, D3DPOOL_MANAGED, &vb2, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(colors), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, colors, sizeof(colors)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb2); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); |
| |
| for(i = 0; i < 2; i++) { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| if(i == 0) { |
| hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 0, sizeof(DWORD) * 4); |
| } else { |
| hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 8, sizeof(DWORD) * 4); |
| } |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| ub_ok = FALSE; |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, |
| "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| ub_ok = SUCCEEDED(hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, |
| "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| ub_ok = (SUCCEEDED(hr) && ub_ok); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| if(i == 0) { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ffffff, |
| "Unused quad returned color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x000000ff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); |
| } else { |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x000000ff, |
| "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00ffffff, |
| "Unused quad returned color %08x, expected 0x00ffffff\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000 || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000 || !ub_ok, |
| "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| } |
| |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 1, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); |
| IDirect3DVertexBuffer9_Release(vb2); |
| |
| out: |
| IDirect3DVertexBuffer9_Release(vb); |
| if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float); |
| if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short); |
| if(dcl_ubyte) IDirect3DVertexDeclaration9_Release(dcl_ubyte); |
| if(dcl_color) IDirect3DVertexDeclaration9_Release(dcl_color); |
| if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2); |
| if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2); |
| if(dcl_positiont) IDirect3DVertexDeclaration9_Release(dcl_positiont); |
| } |
| |
| struct vertex_float16color { |
| float x, y, z; |
| DWORD c1, c2; |
| }; |
| |
| static void test_vshader_float16(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| void *data; |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| IDirect3DVertexDeclaration9 *vdecl = NULL; |
| IDirect3DVertexBuffer9 *buffer = NULL; |
| IDirect3DVertexShader9 *shader; |
| DWORD shader_code[] = { |
| 0xfffe0101, 0x0000001f, 0x80000000, 0x900f0000, 0x0000001f, 0x8000000a, |
| 0x900f0001, 0x00000001, 0xc00f0000, 0x90e40000, 0x00000001, 0xd00f0000, |
| 0x90e40001, 0x0000ffff |
| }; |
| struct vertex_float16color quad[] = { |
| { -1.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, /* green */ |
| { -1.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, |
| { 0.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, |
| { 0.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, |
| |
| { 0.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, /* red */ |
| { 0.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, |
| { 1.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, |
| { 1.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, |
| |
| { 0.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, /* blue */ |
| { 0.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, |
| { 1.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, |
| { 1.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, |
| |
| { -1.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, /* alpha */ |
| { -1.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, |
| { 0.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, |
| { 0.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, |
| }; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 0, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 4, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 8, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); |
| } |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, |
| "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, |
| "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, |
| "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, |
| "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, |
| D3DPOOL_MANAGED, &buffer, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexBuffer failed, hr=%08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(buffer, 0, sizeof(quad), &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed, hr=%08x\n", hr); |
| memcpy(data, quad, sizeof(quad)); |
| hr = IDirect3DVertexBuffer9_Unlock(buffer); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x00ff0000, |
| "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, |
| "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x0000ff00, |
| "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, |
| "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| |
| IDirect3DVertexDeclaration9_Release(vdecl); |
| IDirect3DVertexShader9_Release(shader); |
| IDirect3DVertexBuffer9_Release(buffer); |
| } |
| |
| static void conditional_np2_repeat_test(IDirect3DDevice9 *device) |
| { |
| D3DCAPS9 caps; |
| IDirect3DTexture9 *texture; |
| HRESULT hr; |
| D3DLOCKED_RECT rect; |
| unsigned int x, y; |
| DWORD *dst, color; |
| const float quad[] = { |
| -1.0, -1.0, 0.1, -0.2, -0.2, |
| 1.0, -1.0, 0.1, 1.2, -0.2, |
| -1.0, 1.0, 0.1, -0.2, 1.2, |
| 1.0, 1.0, 0.1, 1.2, 1.2 |
| }; |
| memset(&caps, 0, sizeof(caps)); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); |
| if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) |
| { |
| /* NP2 conditional requires the POW2 flag. Check that while we're at it */ |
| ok(caps.TextureCaps & D3DPTEXTURECAPS_POW2, |
| "Card has conditional NP2 support without power of two restriction set\n"); |
| } |
| else if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No conditional NP2 support, skipping conditional NP2 tests\n"); |
| return; |
| } |
| else |
| { |
| skip("Card has unconditional NP2 support, skipping conditional NP2 tests\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| |
| memset(&rect, 0, sizeof(rect)); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); |
| for(y = 0; y < 10; y++) { |
| for(x = 0; x < 10; x++) { |
| dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD)); |
| if(x == 0 || x == 9 || y == 0 || y == 9) { |
| *dst = 0x00ff0000; |
| } else { |
| *dst = 0x000000ff; |
| } |
| } |
| } |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 1, 1); |
| ok(color == 0x00ff0000, "NP2: Pixel 1, 1 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 639, 479); |
| ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 135, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 135, 105); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 105); |
| ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color); |
| |
| color = getPixelColor(device, 135, 376); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 376); |
| ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 135, 379); |
| ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 140, 379); |
| ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 500, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 504, 101); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 500, 105); |
| ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 504, 105); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color); |
| |
| color = getPixelColor(device, 500, 376); |
| ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 504, 376); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 500, 380); |
| ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 504, 380); |
| ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| static void vFace_register_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| const DWORD shader_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ |
| 0x05000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.0, 0.0, 0.0, 0.0 */ |
| 0x0200001f, 0x80000000, 0x900f1001, /* dcl vFace */ |
| 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ |
| 0x04000058, 0x800f0000, 0x90e41001, 0xa0e40000, 0x80e40001, /* cmp r0, vFace, c0, r1 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* END */ |
| }; |
| const DWORD vshader_code[] = { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DPixelShader9 *shader; |
| IDirect3DVertexShader9 *vshader; |
| IDirect3DTexture9 *texture; |
| IDirect3DSurface9 *surface, *backbuffer; |
| const float quad[] = { |
| -1.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| -1.0, 0.0, 0.1, |
| |
| 1.0, -1.0, 0.1, |
| 1.0, 0.0, 0.1, |
| -1.0, 0.0, 0.1, |
| |
| -1.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 1.0, 0.0, 0.1, |
| |
| 1.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1, |
| }; |
| const float blit[] = { |
| 0.0, -1.0, 0.1, 0.0, 0.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, |
| 0.0, 1.0, 0.1, 0.0, 1.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, |
| }; |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| /* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| /* Blit the texture onto the back buffer to make it visible */ |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "vFace: Onscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000ff00, "vFace: Onscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| IDirect3DDevice9_SetTexture(device, 0, NULL); |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DVertexShader9_Release(vshader); |
| IDirect3DSurface9_Release(surface); |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| static void fixed_function_bumpmap_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| int i; |
| D3DCAPS9 caps; |
| BOOL L6V5U5_supported = FALSE; |
| IDirect3DTexture9 *tex1, *tex2; |
| D3DLOCKED_RECT locked_rect; |
| |
| static const float quad[][7] = { |
| {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, |
| {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, |
| { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, |
| { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, |
| }; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, |
| D3DDECL_END() |
| }; |
| |
| /* use asymmetric matrix to test loading */ |
| float bumpenvmat[4] = {0.0,0.5,-0.5,0.0}; |
| float scale, offset; |
| |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DTexture9 *texture = NULL; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); |
| if(!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)) { |
| skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n"); |
| return; |
| } else { |
| /* This check is disabled, some Windows drivers do not handle D3DUSAGE_QUERY_LEGACYBUMPMAP properly. |
| * They report that it is not supported, but after that bump mapping works properly. So just test |
| * if the format is generally supported, and check the BUMPENVMAP flag |
| */ |
| IDirect3D9 *d3d9; |
| |
| IDirect3DDevice9_GetDirect3D(device, &d3d9); |
| hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_TEXTURE, D3DFMT_L6V5U5); |
| L6V5U5_supported = SUCCEEDED(hr); |
| hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_TEXTURE, D3DFMT_V8U8); |
| IDirect3D9_Release(d3d9); |
| if(FAILED(hr)) { |
| skip("D3DFMT_V8U8 not supported for legacy bump mapping\n"); |
| return; |
| } |
| } |
| |
| /* Generate the textures */ |
| generate_bumpmap_textures(device); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); |
| |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| |
| /* on MacOS(10.5.4, radeon X1600), the white dots are have color 0x00fbfbfb rather than 0x00ffffff. This is |
| * kinda strange since no calculations are done on the sampled colors, only on the texture coordinates. |
| * But since testing the color match is not the purpose of the test don't be too picky |
| */ |
| color = getPixelColor(device, 320-32, 240); |
| ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320+32, 240); |
| ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320, 240-32); |
| ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320, 240+32); |
| ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 320+32, 240+32); |
| ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 320-32, 240+32); |
| ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 320+32, 240-32); |
| ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); |
| color = getPixelColor(device, 320-32, 240-32); |
| ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| for(i = 0; i < 2; i++) { |
| hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); /* For the GetTexture */ |
| hr = IDirect3DDevice9_SetTexture(device, i, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| IDirect3DTexture9_Release(texture); /* To destroy it */ |
| } |
| |
| if(!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)) { |
| skip("D3DTOP_BUMPENVMAPLUMINANCE not supported, skipping\n"); |
| goto cleanup; |
| } |
| if(L6V5U5_supported == FALSE) { |
| skip("L6V5U5_supported not supported, skipping D3DTOP_BUMPENVMAPLUMINANCE test\n"); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0, 0x8); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| /* This test only tests the luminance part. The bumpmapping part was already tested above and |
| * would only make this test more complicated |
| */ |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_L6V5U5, D3DPOOL_MANAGED, &tex1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| |
| memset(&locked_rect, 0, sizeof(locked_rect)); |
| hr = IDirect3DTexture9_LockRect(tex1, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = 0x4000; /* L = 0.25, V = 0.0, U = 0.0 */ |
| hr = IDirect3DTexture9_UnlockRect(tex1, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| |
| memset(&locked_rect, 0, sizeof(locked_rect)); |
| hr = IDirect3DTexture9_LockRect(tex2, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = 0x00ff80c0; |
| hr = IDirect3DTexture9_UnlockRect(tex2, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| scale = 2.0; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| offset = 0.1; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| } |
| |
| color = getPixelColor(device, 320, 240); |
| /* red: 1.0 * (0.25 * 2.0 + 0.1) = 1.0 * 0.6 = 0.6 = 0x99 |
| * green: 0.5 * (0.25 * 2.0 + 0.1) = 0.5 * 0.6 = 0.3 = 0x4c |
| * green: 0.75 * (0.25 * 2.0 + 0.1) = 0.75 * 0.6 = 0.45 = 0x72 |
| */ |
| ok(color_match(color, 0x00994c72, 5), "bumpmap failed: Got color 0x%08x, expected 0x00994c72.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Check a result scale factor > 1.0 */ |
| scale = 10; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| offset = 10; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Check clamping in the scale factor calculation */ |
| scale = 1000; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| offset = -1; |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); |
| |
| IDirect3DTexture9_Release(tex1); |
| IDirect3DTexture9_Release(tex2); |
| |
| cleanup: |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| } |
| |
| static void stencil_cull_test(IDirect3DDevice9 *device) { |
| HRESULT hr; |
| IDirect3DSurface9 *depthstencil = NULL; |
| D3DSURFACE_DESC desc; |
| float quad1[] = { |
| -1.0, -1.0, 0.1, |
| 0.0, -1.0, 0.1, |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1, |
| }; |
| float quad2[] = { |
| 0.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1, |
| }; |
| float quad3[] = { |
| 0.0, 0.0, 0.1, |
| 1.0, 0.0, 0.1, |
| 0.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1, |
| }; |
| float quad4[] = { |
| -1.0, 0.0, 0.1, |
| 0.0, 0.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 0.0, 1.0, 0.1, |
| }; |
| struct vertex painter[] = { |
| {-1.0, -1.0, 0.0, 0x00000000}, |
| { 1.0, -1.0, 0.0, 0x00000000}, |
| {-1.0, 1.0, 0.0, 0x00000000}, |
| { 1.0, 1.0, 0.0, 0x00000000}, |
| }; |
| WORD indices_cw[] = {0, 1, 3}; |
| WORD indices_ccw[] = {0, 2, 3}; |
| unsigned int i; |
| DWORD color; |
| |
| IDirect3DDevice9_GetDepthStencilSurface(device, &depthstencil); |
| if(depthstencil == NULL) { |
| skip("No depth stencil buffer\n"); |
| return; |
| } |
| hr = IDirect3DSurface9_GetDesc(depthstencil, &desc); |
| ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr); |
| IDirect3DSurface9_Release(depthstencil); |
| if(desc.Format != D3DFMT_D24S8 && desc.Format != D3DFMT_D24X4S4) { |
| skip("No 4 or 8 bit stencil surface\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF,hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_REPLACE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_DECR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_INCR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| /* First pass: Fill the stencil buffer with some values... */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, |
| 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| /* 2nd pass: Make the stencil values visible */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| for (i = 0; i < 16; ++i) |
| { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| painter[0].diffuse = (i * 16); /* Creates shades of blue */ |
| painter[1].diffuse = (i * 16); |
| painter[2].diffuse = (i * 16); |
| painter[3].diffuse = (i * 16); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| } |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| color = getPixelColor(device, 160, 420); |
| ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color); |
| color = getPixelColor(device, 160, 300); |
| ok(color == 0x00000080, "CW triangle, twoside FALSE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); |
| |
| color = getPixelColor(device, 480, 420); |
| ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull off, incr, has color 0x%08x, expected 0x00000090\n", color); |
| color = getPixelColor(device, 480, 300); |
| ok(color == 0x00000030, "CW triangle, twoside TRUE, cull off, replace, has color 0x%08x, expected 0x00000030\n", color); |
| |
| color = getPixelColor(device, 160, 180); |
| ok(color == 0x00000080, "CCW triangle, twoside TRUE, cull ccw, culled, has color 0x%08x, expected 0x00000080\n", color); |
| color = getPixelColor(device, 160, 60); |
| ok(color == 0x00000030, "CW triangle, twoside TRUE, cull ccw, replace, has color 0x%08x, expected 0x00000030\n", color); |
| |
| color = getPixelColor(device, 480, 180); |
| ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull cw, incr, has color 0x%08x, expected 0x00000090\n", color); |
| color = getPixelColor(device, 480, 60); |
| ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| } |
| |
| static void vpos_register_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| const DWORD shader_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ |
| 0x03000002, 0x80030000, 0x90541000, 0xa1fe0000, /* sub r0.xy, vPos.xy, c0.zw */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x02000001, 0x80080002, 0xa0550000, /* mov r2.a, c0.y */ |
| 0x02000001, 0x80010002, 0xa0550000, /* mov r2.r, c0.y */ |
| 0x04000058, 0x80020002, 0x80000000, 0x80000001, 0x80550001, /* cmp r2.g, r0.x, r1.x, r1.y */ |
| 0x04000058, 0x80040002, 0x80550000, 0x80000001, 0x80550001, /* cmp r2.b, r0.y, r1.x, r1.y */ |
| 0x02000001, 0x800f0800, 0x80e40002, /* mov oC0, r2 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD shader_frac_code[] = { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */ |
| 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x02000013, 0x80030000, 0x90541000, /* frc r0.xy, vPos.xy */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD vshader_code[] = { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *vshader; |
| IDirect3DPixelShader9 *shader, *shader_frac; |
| IDirect3DSurface9 *surface = NULL, *backbuffer; |
| const float quad[] = { |
| -1.0, -1.0, 0.1, 0.0, 0.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, |
| -1.0, 1.0, 0.1, 0.0, 1.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, |
| }; |
| D3DLOCKED_RECT lr; |
| float constant[4] = {1.0, 0.0, 320, 240}; |
| DWORD *pos; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vshader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); |
| } |
| |
| /* This has to be pixel exact */ |
| color = getPixelColor(device, 319, 239); |
| ok(color == 0x00000000, "vPos: Pixel 319,239 has color 0x%08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 320, 239); |
| ok(color == 0x0000ff00, "vPos: Pixel 320,239 has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 319, 240); |
| ok(color == 0x000000ff, "vPos: Pixel 319,240 has color 0x%08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x0000ffff, "vPos: Pixel 320,240 has color 0x%08x, expected 0x0000ffff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_X8R8G8B8, 0, 0, TRUE, |
| &surface, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| constant[2] = 16; constant[3] = 16; |
| hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); |
| } |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); |
| |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x00000000, "Pixel 14/14 has color 0x%08x, expected 0x00000000\n", color); |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 18 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x0000ff00, "Pixel 14/18 has color 0x%08x, expected 0x0000ff00\n", color); |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 14 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x000000ff, "Pixel 18/14 has color 0x%08x, expected 0x000000ff\n", color); |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 18 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x0000ffff, "Pixel 18/18 has color 0x%08x, expected 0x0000ffff\n", color); |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); |
| |
| /* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to |
| * have full control over the multisampling setting inside this test |
| */ |
| hr = IDirect3DDevice9_SetPixelShader(device, shader_frac); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); |
| } |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); |
| |
| pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); |
| color = *pos & 0x00ffffff; |
| ok(color == 0x00000000, "vPos fraction test has color 0x%08x, expected 0x00000000\n", color); |
| |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| IDirect3DPixelShader9_Release(shader); |
| IDirect3DPixelShader9_Release(shader_frac); |
| IDirect3DVertexShader9_Release(vshader); |
| if(surface) IDirect3DSurface9_Release(surface); |
| IDirect3DSurface9_Release(backbuffer); |
| } |
| |
| static BOOL point_match(IDirect3DDevice9 *device, UINT x, UINT y, UINT r) |
| { |
| D3DCOLOR color; |
| |
| color = D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff); |
| if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; |
| |
| ++r; |
| color = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff); |
| if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; |
| if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; |
| |
| return TRUE; |
| } |
| |
| static void pointsize_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| D3DCAPS9 caps; |
| D3DMATRIX matrix; |
| D3DMATRIX identity; |
| float ptsize, ptsize_orig, ptsizemax_orig, ptsizemin_orig; |
| DWORD color; |
| IDirect3DSurface9 *rt, *backbuffer; |
| IDirect3DTexture9 *tex1, *tex2; |
| RECT rect = {0, 0, 128, 128}; |
| D3DLOCKED_RECT lr; |
| const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, |
| 0x00000000, 0x00000000}; |
| const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, |
| 0x00000000, 0x0000ff00}; |
| |
| const float vertices[] = { |
| 64, 64, 0.1, |
| 128, 64, 0.1, |
| 192, 64, 0.1, |
| 256, 64, 0.1, |
| 320, 64, 0.1, |
| 384, 64, 0.1, |
| 448, 64, 0.1, |
| 512, 64, 0.1, |
| }; |
| |
| /* 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 */ |
| U(matrix).m[0][0] = 2.0/640.0; U(matrix).m[1][0] = 0.0; U(matrix).m[2][0] = 0.0; U(matrix).m[3][0] =-1.0; |
| U(matrix).m[0][1] = 0.0; U(matrix).m[1][1] =-2.0/480.0; U(matrix).m[2][1] = 0.0; U(matrix).m[3][1] = 1.0; |
| U(matrix).m[0][2] = 0.0; U(matrix).m[1][2] = 0.0; U(matrix).m[2][2] = 1.0; U(matrix).m[3][2] = 0.0; |
| U(matrix).m[0][3] = 0.0; U(matrix).m[1][3] = 0.0; U(matrix).m[2][3] = 0.0; U(matrix).m[3][3] = 1.0; |
| |
| U(identity).m[0][0] = 1.0; U(identity).m[1][0] = 0.0; U(identity).m[2][0] = 0.0; U(identity).m[3][0] = 0.0; |
| U(identity).m[0][1] = 0.0; U(identity).m[1][1] = 1.0; U(identity).m[2][1] = 0.0; U(identity).m[3][1] = 0.0; |
| U(identity).m[0][2] = 0.0; U(identity).m[1][2] = 0.0; U(identity).m[2][2] = 1.0; U(identity).m[3][2] = 0.0; |
| U(identity).m[0][3] = 0.0; U(identity).m[1][3] = 0.0; U(identity).m[2][3] = 0.0; U(identity).m[3][3] = 1.0; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); |
| if(caps.MaxPointSize < 32.0) { |
| skip("MaxPointSize < 32.0, skipping(MaxPointsize = %f)\n", caps.MaxPointSize); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, (DWORD *) &ptsize_orig); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); |
| if (SUCCEEDED(hr)) |
| { |
| ptsize = 15.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| ptsize = 31.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| ptsize = 30.75; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| if (caps.MaxPointSize >= 63.0) |
| { |
| ptsize = 63.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| ptsize = 62.75; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| } |
| |
| ptsize = 1.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *) (&ptsizemax_orig)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *) (&ptsizemin_orig)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed, hr=%08x\n", hr); |
| |
| /* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */ |
| ptsize = 15.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| ptsize = 1.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *((DWORD *) (&ptsizemax_orig))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| |
| /* pointsize < pointsize_min < pointsize_max? |
| * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */ |
| ptsize = 1.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| ptsize = 15.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *((DWORD *) (&ptsizemin_orig))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); |
| } |
| |
| ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n"); |
| ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n"); |
| ok(point_match(device, 192, 64, 15), "point_match(192, 64, 15) failed, expected point size 31.\n"); |
| |
| if (caps.MaxPointSize >= 63.0) |
| { |
| ok(point_match(device, 256, 64, 31), "point_match(256, 64, 31) failed, expected point size 63.\n"); |
| ok(point_match(device, 384, 64, 31), "point_match(384, 64, 31) failed, expected point size 63.\n"); |
| } |
| |
| ok(point_match(device, 320, 64, 0), "point_match(320, 64, 0) failed, expected point size 1.\n"); |
| /* ptsize = 15, ptsize_max = 1 --> point has size 1 */ |
| ok(point_match(device, 448, 64, 0), "point_match(448, 64, 0) failed, expected point size 1.\n"); |
| /* ptsize = 1, ptsize_max = default(64), ptsize_min = 15 --> point has size 15 */ |
| ok(point_match(device, 512, 64, 7), "point_match(512, 64, 7) failed, expected point size 15.\n"); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* The following code tests point sprites with two textures, to see if each texture coordinate unit |
| * generates texture coordinates for the point(result: Yes, it does) |
| * |
| * However, not all GL implementations support point sprites(they need GL_ARB_point_sprite), but there |
| * is no point sprite cap bit in d3d because native d3d software emulates point sprites. Until the |
| * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them. |
| */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture9_LockRect(tex1, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); |
| memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); |
| hr = IDirect3DTexture9_UnlockRect(tex1, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DTexture9_LockRect(tex2, 0, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); |
| memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); |
| hr = IDirect3DTexture9_UnlockRect(tex2, 0); |
| ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); |
| ptsize = 32.0; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 64-4, 64-4); |
| ok(color == 0x00ff0000, "pSprite: Pixel (64-4),(64-4) has color 0x%08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 64-4, 64+4); |
| ok(color == 0x00000000, "pSprite: Pixel (64-4),(64+4) has color 0x%08x, expected 0x00000000\n", color); |
| color = getPixelColor(device, 64+4, 64+4); |
| ok(color == 0x0000ff00, "pSprite: Pixel (64+4),(64+4) has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 64+4, 64-4); |
| ok(color == 0x00ffff00, "pSprite: Pixel (64+4),(64-4) has color 0x%08x, expected 0x00ffff00\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| U(matrix).m[0][0] = 1.0f / 64.0f; |
| U(matrix).m[1][1] = -1.0f / 64.0f; |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); |
| ok(SUCCEEDED(hr), "SetTransform failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL ); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, &rect, backbuffer, &rect, D3DTEXF_NONE); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DSurface9_Release(rt); |
| |
| color = getPixelColor(device, 64-4, 64-4); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 0), |
| "Expected color 0x00ff0000, got 0x%08x.\n", color); |
| color = getPixelColor(device, 64+4, 64-4); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 0), |
| "Expected color 0x00ffff00, got 0x%08x.\n", color); |
| color = getPixelColor(device, 64-4, 64+4); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00), 0), |
| "Expected color 0x00000000, got 0x%08x.\n", color); |
| color = getPixelColor(device, 64+4, 64+4); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); |
| IDirect3DTexture9_Release(tex1); |
| IDirect3DTexture9_Release(tex2); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize_orig))); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr); |
| } |
| |
| static void multiple_rendertargets_test(IDirect3DDevice9 *device) |
| { |
| static const DWORD vshader_code[] = |
| { |
| 0xfffe0300, /* vs_3_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ |
| 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD pshader_code1[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ |
| 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const DWORD pshader_code2[] = |
| { |
| 0xffff0300, /* ps_3_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ |
| 0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0.0, 0.0, 1.0, 0.0 */ |
| 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ |
| 0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| |
| HRESULT hr; |
| IDirect3DVertexShader9 *vs; |
| IDirect3DPixelShader9 *ps1, *ps2; |
| IDirect3DTexture9 *tex1, *tex2; |
| IDirect3DSurface9 *surf1, *surf2, *backbuf, *readback; |
| D3DCAPS9 caps; |
| DWORD color; |
| UINT i, j; |
| float quad[] = { |
| -1.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1, |
| }; |
| float texquad[] = { |
| -1.0, -1.0, 0.1, 0.0, 0.0, |
| 0.0, -1.0, 0.1, 1.0, 0.0, |
| -1.0, 1.0, 0.1, 0.0, 1.0, |
| 0.0, 1.0, 0.1, 1.0, 1.0, |
| |
| 0.0, -1.0, 0.1, 0.0, 0.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, |
| 0.0, 1.0, 0.1, 0.0, 1.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, |
| }; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed, hr=%08x\n", hr); |
| if(caps.NumSimultaneousRTs < 2) { |
| skip("Only 1 simultaneous render target supported, skipping MRT test\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 16, 16, |
| D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); |
| ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, |
| D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vs); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code1, &ps1); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code2, &ps2); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), |
| "Expected color 0x000000ff, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), |
| "Expected color 0x000000ff, got 0x%08x.\n", color); |
| |
| /* Render targets not written by the pixel shader should be unmodified. */ |
| hr = IDirect3DDevice9_SetPixelShader(device, ps1); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), |
| "Expected color 0xff00ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| for (i = 6; i < 10; ++i) |
| { |
| for (j = 6; j < 10; ++j) |
| { |
| color = getPixelColorFromSurface(readback, j, i); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), |
| "Expected color 0xff0000ff, got 0x%08x at %u, %u.\n", color, j, i); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); |
| ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); |
| color = getPixelColorFromSurface(readback, 8, 8); |
| ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00, got 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps2); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 240); |
| ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 240); |
| ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DPixelShader9_Release(ps2); |
| IDirect3DPixelShader9_Release(ps1); |
| IDirect3DVertexShader9_Release(vs); |
| IDirect3DTexture9_Release(tex1); |
| IDirect3DTexture9_Release(tex2); |
| IDirect3DSurface9_Release(surf1); |
| IDirect3DSurface9_Release(surf2); |
| IDirect3DSurface9_Release(backbuf); |
| IDirect3DSurface9_Release(readback); |
| } |
| |
| struct formats { |
| const char *fmtName; |
| D3DFORMAT textureFormat; |
| DWORD resultColorBlending; |
| DWORD resultColorNoBlending; |
| }; |
| |
| static const struct formats test_formats[] = { |
| { "D3DFMT_G16R16", D3DFMT_G16R16, 0x001818ff, 0x002010ff}, |
| { "D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff }, |
| { "D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001818ff, 0x002010ff }, |
| { "D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00181800, 0x00201000 }, |
| { "D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff }, |
| { "D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001818ff, 0x002010ff }, |
| { "D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00181800, 0x00201000 }, |
| { NULL, 0 } |
| }; |
| |
| static void pixelshader_blending_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3DTexture9 *offscreenTexture = NULL; |
| IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; |
| IDirect3D9 *d3d = NULL; |
| DWORD color; |
| DWORD r0, g0, b0, r1, g1, b1; |
| int fmt_index; |
| |
| 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}, |
| }; |
| |
| /* Quad with R=0x10, G=0x20 */ |
| static const struct vertex quad1[] = { |
| {-1.0f, -1.0f, 0.1f, 0x80102000}, |
| {-1.0f, 1.0f, 0.1f, 0x80102000}, |
| { 1.0f, -1.0f, 0.1f, 0x80102000}, |
| { 1.0f, 1.0f, 0.1f, 0x80102000}, |
| }; |
| |
| /* Quad with R=0x20, G=0x10 */ |
| static const struct vertex quad2[] = { |
| {-1.0f, -1.0f, 0.1f, 0x80201000}, |
| {-1.0f, 1.0f, 0.1f, 0x80201000}, |
| { 1.0f, -1.0f, 0.1f, 0x80201000}, |
| { 1.0f, 1.0f, 0.1f, 0x80201000}, |
| }; |
| |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); |
| if(!backbuffer) { |
| goto out; |
| } |
| |
| for(fmt_index=0; test_formats[fmt_index].textureFormat != 0; fmt_index++) |
| { |
| D3DFORMAT fmt = test_formats[fmt_index].textureFormat; |
| |
| if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt) != D3D_OK) |
| { |
| skip("%s textures not supported as render targets.\n", test_formats[fmt_index].fmtName); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); |
| if(!offscreenTexture) { |
| continue; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); |
| ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); |
| if(!offscreen) { |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); |
| |
| /* Below we will draw two quads with different colors and try to blend them together. |
| * The result color is compared with the expected outcome. |
| */ |
| if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); |
| ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0); |
| ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| |
| /* Draw a quad using color 0x0010200 */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| /* Draw a quad using color 0x0020100 */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); |
| |
| /* We don't want to blend the result on the backbuffer */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| |
| /* Prepare rendering the 'blended' texture quad to the backbuffer */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); |
| ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); |
| |
| /* This time with the texture */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr); |
| |
| IDirect3DDevice9_EndScene(device); |
| } |
| |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK) { |
| /* Compare the color of the center quad with our expectation */ |
| color = getPixelColor(device, 320, 240); |
| r0 = (color & 0x00ff0000) >> 16; |
| g0 = (color & 0x0000ff00) >> 8; |
| b0 = (color & 0x000000ff) >> 0; |
| |
| r1 = (test_formats[fmt_index].resultColorBlending & 0x00ff0000) >> 16; |
| g1 = (test_formats[fmt_index].resultColorBlending & 0x0000ff00) >> 8; |
| b1 = (test_formats[fmt_index].resultColorBlending & 0x000000ff) >> 0; |
| |
| ok(r0 >= max(r1, 1) - 1 && r0 <= r1 + 1 && |
| g0 >= max(g1, 1) - 1 && g0 <= g1 + 1 && |
| b0 >= max(b1, 1) - 1 && b0 <= b1 + 1, |
| "Offscreen failed for %s: Got color %#08x, expected %#08x.\n", test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending); |
| } else { |
| /* No pixel shader blending is supported so expect garbage. The type of 'garbage' depends on the driver version and OS. |
| * E.g. on G16R16 ati reports (on old r9600 drivers) 0x00ffffff and on modern ones 0x002010ff which is also what Nvidia |
| * reports. On Vista Nvidia seems to report 0x00ffffff on Geforce7 cards. */ |
| color = getPixelColor(device, 320, 240); |
| ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected no color blending but received it anyway.\n", test_formats[fmt_index].fmtName); |
| } |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| IDirect3DDevice9_SetTexture(device, 0, NULL); |
| if(offscreenTexture) { |
| IDirect3DTexture9_Release(offscreenTexture); |
| } |
| if(offscreen) { |
| IDirect3DSurface9_Release(offscreen); |
| } |
| } |
| |
| out: |
| /* restore things */ |
| if(backbuffer) { |
| IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| IDirect3DSurface9_Release(backbuffer); |
| } |
| } |
| |
| static void tssargtemp_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| static const struct vertex quad[] = { |
| {-1.0, -1.0, 0.1, 0x00ff0000}, |
| { 1.0, -1.0, 0.1, 0x00ff0000}, |
| {-1.0, 1.0, 0.1, 0x00ff0000}, |
| { 1.0, 1.0, 0.1, 0x00ff0000} |
| }; |
| D3DCAPS9 caps; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr); |
| if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { |
| skip("D3DPMISCCAPS_TSSARGTEMP not supported\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_TEMP); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG1, D3DTA_CURRENT); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG2, D3DTA_TEMP); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr = %08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with %08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %08x\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00FFFF00, "TSSARGTEMP test returned color 0x%08x, expected 0x00FFFF00\n", color); |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* Set stage 1 back to default */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_CURRENT); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); |
| } |
| |
| struct testdata |
| { |
| DWORD idxVertex; /* number of instances in the first stream */ |
| DWORD idxColor; /* number of instances in the second stream */ |
| DWORD idxInstance; /* should be 1 ?? */ |
| DWORD color1; /* color 1 instance */ |
| DWORD color2; /* color 2 instance */ |
| DWORD color3; /* color 3 instance */ |
| DWORD color4; /* color 4 instance */ |
| WORD strVertex; /* specify which stream to use 0-2*/ |
| WORD strColor; |
| WORD strInstance; |
| }; |
| |
| static const struct testdata testcases[]= |
| { |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 0 */ |
| {3, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 1 */ |
| {2, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 2 */ |
| {1, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 3 */ |
| {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 4 */ |
| {4, 2, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 5 */ |
| {4, 1, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 6 */ |
| {4, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 7 */ |
| {3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 8 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /* 9 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 10 */ |
| {4, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1}, /* 11 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 12 */ |
| {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 2, 3}, /* 13 */ |
| /* |
| This draws one instance on some machines, no instance on others |
| {0, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, |
| */ |
| /* |
| This case is handled in a stand alone test, SetStreamSourceFreq(0,(D3DSTREAMSOURCE_INSTANCEDATA | 1)) has to return D3DERR_INVALIDCALL! |
| {4, 4, 1, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 1, 0, D3DERR_INVALIDCALL}, |
| */ |
| }; |
| |
| /* Drawing Indexed Geometry with instances*/ |
| static void stream_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DVertexBuffer9 *vb = NULL; |
| IDirect3DVertexBuffer9 *vb2 = NULL; |
| IDirect3DVertexBuffer9 *vb3 = NULL; |
| IDirect3DIndexBuffer9 *ib = NULL; |
| IDirect3DVertexDeclaration9 *pDecl = NULL; |
| IDirect3DVertexShader9 *shader = NULL; |
| HRESULT hr; |
| BYTE *data; |
| DWORD color; |
| DWORD ind; |
| unsigned i; |
| |
| const DWORD shader_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x0000001f, 0x80000005, 0x900f0002, /* dcl_texcoord v2 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x00000002, 0xc00f0000, 0x80e40000, 0x90e40002, /* add oPos, r0, v2 */ |
| 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff |
| }; |
| |
| const float quad[][3] = |
| { |
| {-0.5f, -0.5f, 1.1f}, /*0 */ |
| {-0.5f, 0.5f, 1.1f}, /*1 */ |
| { 0.5f, -0.5f, 1.1f}, /*2 */ |
| { 0.5f, 0.5f, 1.1f}, /*3 */ |
| }; |
| |
| const float vertcolor[][4] = |
| { |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*0 */ |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*1 */ |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*2 */ |
| {1.0f, 0.0f, 0.0f, 1.0f}, /*3 */ |
| }; |
| |
| /* 4 position for 4 instances */ |
| const float instancepos[][3] = |
| { |
| {-0.6f,-0.6f, 0.0f}, |
| { 0.6f,-0.6f, 0.0f}, |
| { 0.6f, 0.6f, 0.0f}, |
| {-0.6f, 0.6f, 0.0f}, |
| }; |
| |
| short indices[] = {0, 1, 2, 1, 2, 3}; |
| |
| D3DVERTEXELEMENT9 decl[] = |
| { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| {2, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| D3DDECL_END() |
| }; |
| |
| /* set the default value because it isn't done in wine? */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* check for D3DSTREAMSOURCE_INDEXEDDATA at stream0 */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, (D3DSTREAMSOURCE_INSTANCEDATA | 1)); |
| ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* check wrong cases */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 0); |
| ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == 1, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == 2, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INDEXEDDATA | 0)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == (D3DSTREAMSOURCE_INDEXEDDATA | 0), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | 0)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA | 0)); |
| ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); |
| ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* set the default value back */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); |
| |
| /* create all VertexBuffers*/ |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &vb, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if(!vb) { |
| skip("Failed to create a vertex buffer\n"); |
| return; |
| } |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(vertcolor), 0, 0, D3DPOOL_MANAGED, &vb2, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if(!vb2) { |
| skip("Failed to create a vertex buffer\n"); |
| goto out; |
| } |
| hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(instancepos), 0, 0, D3DPOOL_MANAGED, &vb3, NULL); |
| ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); |
| if(!vb3) { |
| skip("Failed to create a vertex buffer\n"); |
| goto out; |
| } |
| |
| /* create IndexBuffer*/ |
| hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr); |
| if(!ib) { |
| skip("Failed to create a index buffer\n"); |
| goto out; |
| } |
| |
| /* copy all Buffers (Vertex + Index)*/ |
| hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, quad, sizeof(quad)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(vertcolor), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, vertcolor, sizeof(vertcolor)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb2); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| hr = IDirect3DVertexBuffer9_Lock(vb3, 0, sizeof(instancepos), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, instancepos, sizeof(instancepos)); |
| hr = IDirect3DVertexBuffer9_Unlock(vb3); |
| ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); |
| hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); |
| memcpy(data, indices, sizeof(indices)); |
| hr = IDirect3DIndexBuffer9_Unlock(ib); |
| ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); |
| |
| /* create VertexShader */ |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); |
| if(!shader) { |
| skip("Failed to create a vetex shader\n"); |
| goto out; |
| } |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetIndices(device, ib); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); |
| |
| /* run all tests */ |
| for( i = 0; i < sizeof(testcases)/sizeof(testcases[0]); ++i) |
| { |
| struct testdata act = testcases[i]; |
| decl[0].Stream = act.strVertex; |
| decl[1].Stream = act.strColor; |
| decl[2].Stream = act.strInstance; |
| /* create VertexDeclarations */ |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl, &pDecl); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x (case %i)\n", hr, i); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance, (D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0])); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); |
| |
| hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x (case %i)\n", hr, i); |
| |
| /* set all StreamSource && StreamSourceFreq back to default */ |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); |
| hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); |
| } |
| |
| hr = IDirect3DVertexDeclaration9_Release(pDecl); |
| ok(hr == D3D_OK, "IDirect3DVertexDeclaration9_Release failed with %08x (case %i)\n", hr, i); |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == act.color1, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color1, i); |
| color = getPixelColor(device, 480, 360); |
| ok(color == act.color2, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color2, i); |
| color = getPixelColor(device, 480, 120); |
| ok(color == act.color3, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color3, i); |
| color = getPixelColor(device, 160, 120); |
| ok(color == act.color4, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color4, i); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x (case %i)\n", hr, i); |
| } |
| |
| hr = IDirect3DDevice9_SetIndices(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); |
| |
| out: |
| if(vb) IDirect3DVertexBuffer9_Release(vb); |
| if(vb2)IDirect3DVertexBuffer9_Release(vb2); |
| if(vb3)IDirect3DVertexBuffer9_Release(vb3); |
| if(ib)IDirect3DIndexBuffer9_Release(ib); |
| if(shader)IDirect3DVertexShader9_Release(shader); |
| } |
| |
| static void np2_stretch_rect_test(IDirect3DDevice9 *device) { |
| IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL; |
| IDirect3DTexture9 *dsttex = NULL; |
| HRESULT hr; |
| DWORD color; |
| D3DRECT r1 = {0, 0, 50, 50 }; |
| D3DRECT r2 = {50, 0, 100, 50 }; |
| D3DRECT r3 = {50, 50, 100, 100}; |
| D3DRECT r4 = {0, 50, 50, 100}; |
| const float quad[] = { |
| -1.0, -1.0, 0.1, 0.0, 0.0, |
| 1.0, -1.0, 0.1, 1.0, 0.0, |
| -1.0, 1.0, 0.1, 0.0, 1.0, |
| 1.0, 1.0, 0.1, 1.0, 1.0, |
| }; |
| |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL ); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL); |
| ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); |
| |
| if(!src || !dsttex) { |
| skip("One or more test resources could not be created\n"); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst); |
| ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Clear the StretchRect destination for debugging */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, src); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); |
| |
| /* Stretchrect before setting the render target back to the backbuffer. This will make Wine use |
| * the target -> texture GL blit path |
| */ |
| hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); |
| IDirect3DSurface9_Release(dst); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); |
| |
| cleanup: |
| if(src) IDirect3DSurface9_Release(src); |
| if(backbuffer) IDirect3DSurface9_Release(backbuffer); |
| if(dsttex) IDirect3DTexture9_Release(dsttex); |
| } |
| |
| static void texop_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DVertexDeclaration9 *vertex_declaration = NULL; |
| IDirect3DTexture9 *texture = NULL; |
| D3DLOCKED_RECT locked_rect; |
| D3DCOLOR color; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| unsigned i; |
| |
| static const struct { |
| float x, y, z; |
| float s, t; |
| D3DCOLOR diffuse; |
| } quad[] = { |
| {-1.0f, -1.0f, 0.1f, -1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, |
| {-1.0f, 1.0f, 0.1f, -1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, |
| { 1.0f, -1.0f, 0.1f, 1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)} |
| }; |
| |
| static const D3DVERTEXELEMENT9 decl_elements[] = { |
| {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, |
| {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, |
| {0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, |
| D3DDECL_END() |
| }; |
| |
| static const struct { |
| D3DTEXTUREOP op; |
| const char *name; |
| DWORD caps_flag; |
| D3DCOLOR result; |
| } test_data[] = { |
| {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, |
| {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)}, |
| {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)}, |
| {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, |
| {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, |
| {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)}, |
| {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, |
| {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, |
| {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, |
| {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)}, |
| {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)}, |
| {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, |
| {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, |
| {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)}, |
| {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)}, |
| {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, |
| {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)}, |
| /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */ |
| {D3DTOP_DOTPRODUCT3, "DOTPRODUCT3", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)}, |
| {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)}, |
| {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)}, |
| }; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); |
| ok(SUCCEEDED(hr), "CreateVertexDeclaration failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); |
| ok(SUCCEEDED(hr), "SetVertexDeclaration failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) |
| { |
| if (!(caps.TextureOpCaps & test_data[i].caps_flag)) |
| { |
| skip("tex operation %s not supported\n", test_data[i].name); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); |
| ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", |
| test_data[i].name, color, test_data[i].result); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| } |
| |
| if (texture) IDirect3DTexture9_Release(texture); |
| if (vertex_declaration) IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| } |
| |
| static void yuv_color_test(IDirect3DDevice9 *device) { |
| HRESULT hr; |
| IDirect3DSurface9 *surface = NULL, *target = NULL; |
| unsigned int fmt, i; |
| D3DFORMAT format; |
| const char *fmt_string; |
| D3DLOCKED_RECT lr; |
| IDirect3D9 *d3d; |
| HRESULT color; |
| DWORD ref_color_left, ref_color_right; |
| |
| struct { |
| DWORD in; /* The input color */ |
| DWORD uyvy_left; /* "in" interpreted as uyvy and transformed to RGB, pixel 1/1*/ |
| DWORD uyvy_right; /* "in" interpreted as uyvy and transformed to RGB, pixel 2/1*/ |
| DWORD yuy2_left; /* "in" interpreted as yuy2 and transformed to RGB, pixel 1/1 */ |
| DWORD yuy2_right; /* "in" interpreted as yuy2 and transformed to RGB, pixel 2/1 */ |
| } test_data[] = { |
| /* Originally I wanted to avoid being evil, and set Y1 = Y2 to avoid triggering troubles in shader converters, |
| * but the main difference between YUY2 and UYVY is the swapped ordering of the chroma and luminance |
| * values. However, handling the two Y's properly could have a big impact on image quality, so be picky about |
| * that |
| */ |
| { 0x00000000, 0x00008700, 0x00008700, 0x00008700, 0x00008700 }, |
| { 0xff000000, 0x00008700, 0x004bff1c, 0x00b30000, 0x00b30000 }, |
| { 0x00ff0000, 0x00b30000, 0x00b30000, 0x00008700, 0x004bff1c }, |
| { 0x0000ff00, 0x004bff1c, 0x00008700, 0x000030e1, 0x000030e1 }, |
| { 0x000000ff, 0x000030e1, 0x000030e1, 0x004bff1c, 0x00008700 }, |
| { 0xffff0000, 0x00b30000, 0x00ffd01c, 0x00b30000, 0x00ffd01c }, |
| { 0xff00ff00, 0x004bff1c, 0x004bff1c, 0x00b300e1, 0x00b300e1 }, |
| { 0xff0000ff, 0x000030e1, 0x004bffff, 0x00ffd01c, 0x00b30000 }, |
| { 0x00ffff00, 0x00ffd01c, 0x00b30000, 0x000030e1, 0x004bffff }, |
| { 0x00ff00ff, 0x00b300e1, 0x00b300e1, 0x004bff1c, 0x004bff1c }, |
| { 0x0000ffff, 0x004bffff, 0x000030e1, 0x004bffff, 0x000030e1 }, |
| { 0xffffff00, 0x00ffd01c, 0x00ffd01c, 0x00b300e1, 0x00ff79ff }, |
| { 0xffff00ff, 0x00b300e1, 0x00ff79ff, 0x00ffd01c, 0x00ffd01c }, |
| { 0xffffffff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff }, |
| |
| { 0x4cff4c54, 0x00ff0000, 0x00ff0000, 0x000b8b00, 0x00b6ffa3 }, |
| { 0x00800080, 0x00000000, 0x00000000, 0x0000ff00, 0x0000ff00 }, |
| { 0xFF80FF80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff }, |
| { 0x1c6b1cff, 0x000000fd, 0x000000fd, 0x006dff45, 0x0000d500 }, |
| }; |
| |
| hr = IDirect3DDevice9_GetDirect3D(device, &d3d); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDirect3D failed, hr = %08x\n", hr); |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr); |
| |
| for(fmt = 0; fmt < 2; fmt++) { |
| if(fmt == 0) { |
| format = D3DFMT_UYVY; |
| fmt_string = "D3DFMT_UYVY"; |
| } else { |
| format = D3DFMT_YUY2; |
| fmt_string = "D3DFMT_YUY2"; |
| } |
| |
| /* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect. Thus use |
| * StretchRect to draw the YUV surface onto the screen instead of drawPrimitive |
| */ |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, |
| D3DRTYPE_SURFACE, format) != D3D_OK) { |
| skip("%s is not supported\n", fmt_string); |
| continue; |
| } |
| |
| /* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1 */ |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 2, 1, format, D3DPOOL_DEFAULT, &surface, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %08x\n", hr); |
| |
| for(i = 0; i < (sizeof(test_data)/sizeof(test_data[0])); i++) { |
| if(fmt == 0) { |
| ref_color_left = test_data[i].uyvy_left; |
| ref_color_right = test_data[i].uyvy_right; |
| } else { |
| ref_color_left = test_data[i].yuy2_left; |
| ref_color_right = test_data[i].yuy2_right; |
| } |
| |
| memset(&lr, 0, sizeof(lr)); |
| hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); |
| ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %08x\n", hr); |
| *((DWORD *) lr.pBits) = test_data[i].in; |
| hr = IDirect3DSurface9_UnlockRect(surface); |
| ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT); |
| ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with 0x%08x\n", hr); |
| |
| /* Native D3D can't resist filtering the YUY surface, even though we asked it not to do so above. To |
| * prevent running into precision problems, read a far left and far right pixel. In the future we may |
| * want to add tests for the filtered pixels as well. |
| * |
| * Unfortunately different implementations(Windows-NV and Mac-ATI tested) interpret some colors vastly |
| * differently, so we need a max diff of 16 |
| */ |
| color = getPixelColor(device, 40, 240); |
| |
| /* Newer versions of the Nvidia Windows driver mix up the U and V channels, breaking all the tests |
| * where U != V. Skip the entire test if this bug in this case |
| */ |
| if (broken(test_data[i].in == 0xff000000 && color == 0x00008800 && format == D3DFMT_UYVY)) |
| { |
| skip("Nvidia channel confusion bug detected, skipping YUV tests\n"); |
| IDirect3DSurface9_Release(surface); |
| goto out; |
| } |
| |
| ok(color_match(color, ref_color_left, 18), |
| "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s\n", |
| test_data[i].in, color, ref_color_left, fmt_string); |
| color = getPixelColor(device, 600, 240); |
| ok(color_match(color, ref_color_right, 18), |
| "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s\n", |
| test_data[i].in, color, ref_color_right, fmt_string); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| } |
| IDirect3DSurface9_Release(surface); |
| } |
| |
| out: |
| IDirect3DSurface9_Release(target); |
| IDirect3D9_Release(d3d); |
| } |
| |
| static void texop_range_test(IDirect3DDevice9 *device) |
| { |
| static const struct { |
| float x, y, z; |
| D3DCOLOR diffuse; |
| } quad[] = { |
| {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, |
| {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, |
| { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, |
| { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)} |
| }; |
| HRESULT hr; |
| IDirect3DTexture9 *texture; |
| D3DLOCKED_RECT locked_rect; |
| D3DCAPS9 caps; |
| DWORD color; |
| |
| /* We need ADD and SUBTRACT operations */ |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); |
| if (!(caps.TextureOpCaps & D3DTEXOPCAPS_ADD)) { |
| skip("D3DTOP_ADD is not supported, skipping value range test\n"); |
| return; |
| } |
| if (!(caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)) { |
| skip("D3DTEXOPCAPS_SUBTRACT is not supported, skipping value range test\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed with 0x%08x\n", hr); |
| /* Stage 1: result = diffuse(=1.0) + diffuse |
| * stage 2: result = result - tfactor(= 0.5) |
| */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SUBTRACT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00808080, 1), "texop Range > 1.0 returned 0x%08x, expected 0x00808080\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); |
| hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); |
| ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); |
| *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00); |
| hr = IDirect3DTexture9_UnlockRect(texture, 0); |
| ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| |
| /* Stage 1: result = texture(=0.0) - tfactor(= 0.5) |
| * stage 2: result = result + diffuse(1.0) |
| */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); |
| ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SUBTRACT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00ffffff, 1), "texop Range < 0.0 returned 0x%08x, expected 0x00ffffff\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); |
| IDirect3DTexture9_Release(texture); |
| } |
| |
| static void alphareplicate_test(IDirect3DDevice9 *device) { |
| struct vertex quad[] = { |
| { -1.0, -1.0, 0.1, 0x80ff00ff }, |
| { 1.0, -1.0, 0.1, 0x80ff00ff }, |
| { -1.0, 1.0, 0.1, 0x80ff00ff }, |
| { 1.0, 1.0, 0.1, 0x80ff00ff }, |
| }; |
| HRESULT hr; |
| DWORD color; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00808080, 1), "alphareplicate test 0x%08x, expected 0x00808080\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| |
| } |
| |
| static void dp3_alpha_test(IDirect3DDevice9 *device) { |
| HRESULT hr; |
| D3DCAPS9 caps; |
| DWORD color; |
| struct vertex quad[] = { |
| { -1.0, -1.0, 0.1, 0x408080c0 }, |
| { 1.0, -1.0, 0.1, 0x408080c0 }, |
| { -1.0, 1.0, 0.1, 0x408080c0 }, |
| { 1.0, 1.0, 0.1, 0x408080c0 }, |
| }; |
| |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); |
| if (!(caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)) { |
| skip("D3DTOP_DOTPRODUCT3 not supported\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| |
| /* dp3_x4 r0, diffuse_bias, tfactor_bias |
| * mov r0.a, diffuse.a |
| * mov r0, r0.a |
| * |
| * It turns out that the 2nd line is ignored, and the dp3 result written into r0.a instead |
| * thus with input vec4(0.5, 0.5, 0.75, 0.25) and vec4(1.0, 1.0, 1.0, 1.0) the result is |
| * (0.0 * 0.5 + 0.0 * 0.5 + 0.25 * 0.5) * 4 = 0.125 * 4 = 0.5, with a bunch of inprecision. |
| */ |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT | D3DTA_ALPHAREPLICATE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xffffffff); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00808080, 4), "dp3 alpha test 0x%08x, expected 0x00808080\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); |
| } |
| |
| static void zwriteenable_test(IDirect3DDevice9 *device) { |
| HRESULT hr; |
| DWORD color; |
| struct vertex quad1[] = { |
| { -1.0, -1.0, 0.1, 0x00ff0000}, |
| { -1.0, 1.0, 0.1, 0x00ff0000}, |
| { 1.0, -1.0, 0.1, 0x00ff0000}, |
| { 1.0, 1.0, 0.1, 0x00ff0000}, |
| }; |
| struct vertex quad2[] = { |
| { -1.0, -1.0, 0.9, 0x0000ff00}, |
| { -1.0, 1.0, 0.9, 0x0000ff00}, |
| { 1.0, -1.0, 0.9, 0x0000ff00}, |
| { 1.0, 1.0, 0.9, 0x0000ff00}, |
| }; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| /* The Z buffer is filled with 1.0. Draw a red quad with z = 0.1, zenable = D3DZB_FALSE, zwriteenable = TRUE. |
| * The red color is written because the z test is disabled. The question is whether the z = 0.1 values |
| * are written into the Z buffer. After the draw, set zenable = TRUE and draw a green quad at z = 0.9. |
| * If the values are written, the z test will fail(0.9 > 0.1) and the red color remains. If the values |
| * are not written, the z test succeeds(0.9 < 1.0) and the green color is written. It turns out that |
| * the screen is green, so zenable = D3DZB_FALSE and zwriteenable = TRUE does NOT write to the z buffer. |
| */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); |
| } |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "zwriteenable test returned 0x%08x, expected 0x0000ff00\n", |
| color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| } |
| |
| static void alphatest_test(IDirect3DDevice9 *device) { |
| #define ALPHATEST_PASSED 0x0000ff00 |
| #define ALPHATEST_FAILED 0x00ff0000 |
| struct { |
| D3DCMPFUNC func; |
| DWORD color_less; |
| DWORD color_equal; |
| DWORD color_greater; |
| } testdata[] = { |
| { D3DCMP_NEVER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_FAILED }, |
| { D3DCMP_LESS, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_FAILED }, |
| { D3DCMP_EQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_FAILED }, |
| { D3DCMP_LESSEQUAL, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_FAILED }, |
| { D3DCMP_GREATER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_PASSED }, |
| { D3DCMP_NOTEQUAL, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_PASSED }, |
| { D3DCMP_GREATEREQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_PASSED }, |
| { D3DCMP_ALWAYS, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_PASSED }, |
| }; |
| unsigned int i, j; |
| HRESULT hr; |
| DWORD color; |
| struct vertex quad[] = { |
| { -1.0, -1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, |
| { 1.0, -1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, |
| { -1.0, 1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, |
| { 1.0, 1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, |
| }; |
| D3DCAPS9 caps; |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| |
| for(j = 0; j < 2; j++) { |
| if(j == 1) { |
| /* Try a pixel shader instead of fixed function. The wined3d code may emulate |
| * the alpha test either for performance reasons(floating point RTs) or to work |
| * around driver bugs(Geforce 7x00 cards on MacOS). There may be a different |
| * codepath for ffp and shader in this case, and the test should cover both |
| */ |
| IDirect3DPixelShader9 *ps; |
| DWORD shader_code[] = { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| memset(&caps, 0, sizeof(caps)); |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with 0x%08x\n", hr); |
| if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { |
| break; |
| } |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| } |
| |
| for(i = 0; i < (sizeof(testdata)/sizeof(testdata[0])); i++) { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, testdata[i].func); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x90); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, testdata[i].color_less, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha < ref, func %u\n", |
| color, testdata[i].color_less, testdata[i].func); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x80); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, testdata[i].color_equal, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha == ref, func %u\n", |
| color, testdata[i].color_equal, testdata[i].func); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x70); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, testdata[i].color_greater, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha > ref, func %u\n", |
| color, testdata[i].color_greater, testdata[i].func); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); |
| } |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); |
| } |
| |
| static void sincos_test(IDirect3DDevice9 *device) { |
| const DWORD sin_shader_code[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ |
| 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ |
| 0x04000025, 0x80020000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.y, r1.x, c0, c1 */ |
| 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ |
| 0x03000005, 0xc0020000, 0x80550000, 0xa0ff0002, /* mul oPos.y, r0.y, c2.w */ |
| 0x02000001, 0xd00f0000, 0xa0a60002, /* mov oD0, c2.zyzz */ |
| 0x0000ffff /* end */ |
| }; |
| const DWORD cos_shader_code[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ |
| 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ |
| 0x04000025, 0x80010000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.x, r1.x, c0, c1 */ |
| 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ |
| 0x03000005, 0xc0020000, 0x80000000, 0xa0ff0002, /* mul oPos.y, r0.x, c2.w */ |
| 0x02000001, 0xd00f0000, 0xa0a90002, /* mov oD0, c2.yzzz */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *sin_shader, *cos_shader; |
| HRESULT hr; |
| struct { |
| float x, y, z; |
| } data[1280]; |
| unsigned int i; |
| float sincosc1[4] = {D3DSINCOSCONST1}; |
| float sincosc2[4] = {D3DSINCOSCONST2}; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, sin_shader_code, &sin_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, cos_shader_code, &cos_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, sincosc1, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, sincosc2, 1); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); |
| |
| /* Generate a point from -1 to 1 every 0.5 pixels */ |
| for(i = 0; i < 1280; i++) { |
| data[i].x = (-640.0 + i) / 640.0; |
| data[i].y = 0.0; |
| data[i].z = 0.1; |
| } |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| if(SUCCEEDED(hr)) { |
| hr = IDirect3DDevice9_SetVertexShader(device, sin_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, cos_shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with 0x%08x\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); |
| ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with 0x%08x\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); |
| } |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr); |
| /* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */ |
| |
| IDirect3DDevice9_SetVertexShader(device, NULL); |
| IDirect3DVertexShader9_Release(sin_shader); |
| IDirect3DVertexShader9_Release(cos_shader); |
| } |
| |
| static void loop_index_test(IDirect3DDevice9 *device) { |
| const DWORD shader_code[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ |
| 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ |
| 0x04000002, 0x800f0000, 0x80e40000, 0xa0e42001, 0xf0e40800, /* add r0, r0, c[aL + 1] */ |
| 0x0000001d, /* endloop */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x80e40000, /* mov oD0, r0 */ |
| 0x0000ffff /* END */ |
| }; |
| IDirect3DVertexShader9 *shader; |
| HRESULT hr; |
| DWORD color; |
| const float quad[] = { |
| -1.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1 |
| }; |
| const float zero[4] = {0, 0, 0, 0}; |
| const float one[4] = {1, 1, 1, 1}; |
| int i0[4] = {2, 10, -3, 0}; |
| float values[4]; |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| values[0] = 1.0; |
| values[1] = 1.0; |
| values[2] = 0.0; |
| values[3] = 0.0; |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| values[0] = -1.0; |
| values[1] = 0.0; |
| values[2] = 0.0; |
| values[3] = 0.0; |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantI returned %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), |
| "aL indexing test returned color 0x%08x, expected 0x0000ff00\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| IDirect3DVertexShader9_Release(shader); |
| } |
| |
| static void sgn_test(IDirect3DDevice9 *device) { |
| const DWORD shader_code[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position o0 */ |
| 0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */ |
| 0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x04000022, 0x800f0000, 0xa0e40000, 0x80e40001, 0x80e40002, /* sgn r0, c0, r1, r2 */ |
| 0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001, /* add oD0, r0, c1 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *shader; |
| HRESULT hr; |
| DWORD color; |
| const float quad[] = { |
| -1.0, -1.0, 0.1, |
| 1.0, -1.0, 0.1, |
| -1.0, 1.0, 0.1, |
| 1.0, 1.0, 0.1 |
| }; |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x008000ff, 1), |
| "sgn test returned color 0x%08x, expected 0x008000ff\n", color); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); |
| IDirect3DVertexShader9_Release(shader); |
| } |
| |
| static void viewport_test(IDirect3DDevice9 *device) { |
| HRESULT hr; |
| DWORD color; |
| D3DVIEWPORT9 vp, old_vp; |
| BOOL draw_failed = TRUE; |
| const float quad[] = |
| { |
| -0.5, -0.5, 0.1, |
| 0.5, -0.5, 0.1, |
| -0.5, 0.5, 0.1, |
| 0.5, 0.5, 0.1 |
| }; |
| |
| memset(&old_vp, 0, sizeof(old_vp)); |
| hr = IDirect3DDevice9_GetViewport(device, &old_vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); |
| |
| /* Test a viewport with Width and Height bigger than the surface dimensions |
| * |
| * TODO: Test Width < surface.width, but X + Width > surface.width |
| * TODO: Test Width < surface.width, what happens with the height? |
| * |
| * The expected behavior is that the viewport behaves like the "default" |
| * viewport with X = Y = 0, Width = surface_width, Height = surface_height, |
| * MinZ = 0.0, MaxZ = 1.0. |
| * |
| * Starting with Windows 7 the behavior among driver versions is not |
| * consistent. The SetViewport call is accepted on all drivers. Some |
| * drivers(older nvidia ones) refuse to draw and return an error. Newer |
| * nvidia drivers draw, but use the actual values in the viewport and only |
| * display the upper left part on the surface. |
| */ |
| memset(&vp, 0, sizeof(vp)); |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 10000; |
| vp.Height = 10000; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 0.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); |
| ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "DrawPrimitiveUP failed (%08x)\n", hr); |
| draw_failed = FAILED(hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); |
| } |
| |
| if(!draw_failed) |
| { |
| color = getPixelColor(device, 158, 118); |
| ok(color == 0x00ff0000, "viewport test: (158,118) has color %08x\n", color); |
| color = getPixelColor(device, 162, 118); |
| ok(color == 0x00ff0000, "viewport test: (162,118) has color %08x\n", color); |
| color = getPixelColor(device, 158, 122); |
| ok(color == 0x00ff0000, "viewport test: (158,122) has color %08x\n", color); |
| color = getPixelColor(device, 162, 122); |
| ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (162,122) has color %08x\n", color); |
| |
| color = getPixelColor(device, 478, 358); |
| ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (478,358 has color %08x\n", color); |
| color = getPixelColor(device, 482, 358); |
| ok(color == 0x00ff0000, "viewport test: (482,358) has color %08x\n", color); |
| color = getPixelColor(device, 478, 362); |
| ok(color == 0x00ff0000, "viewport test: (478,362) has color %08x\n", color); |
| color = getPixelColor(device, 482, 362); |
| ok(color == 0x00ff0000, "viewport test: (482,362) has color %08x\n", color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetViewport(device, &old_vp); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); |
| } |
| |
| /* 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(IDirect3DDevice9 *device) |
| { |
| const struct tvertex quad1[] = |
| { |
| { 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, |
| {640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, |
| { 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, |
| {640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, |
| }; |
| const struct tvertex quad2[] = |
| { |
| { 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, |
| {640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, |
| { 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, |
| {640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, |
| }; |
| const struct tvertex quad3[] = |
| { |
| {112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, |
| {208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, |
| {112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, |
| {208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, |
| }; |
| const struct tvertex quad4[] = |
| { |
| { 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, |
| {112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, |
| { 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, |
| {112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, |
| }; |
| const struct vertex quad5[] = |
| { |
| { -0.5f, 0.5f, 10.0f, 0xff14f914}, |
| { 0.5f, 0.5f, 10.0f, 0xff14f914}, |
| { -0.5f, -0.5f, 10.0f, 0xff14f914}, |
| { 0.5f, -0.5f, 10.0f, 0xff14f914}, |
| }; |
| const struct vertex quad6[] = |
| { |
| { -1.0f, 0.5f, 10.0f, 0xfff91414}, |
| { 1.0f, 0.5f, 10.0f, 0xfff91414}, |
| { -1.0f, 0.25f, 10.0f, 0xfff91414}, |
| { 1.0f, 0.25f, 10.0f, 0xfff91414}, |
| }; |
| |
| D3DVIEWPORT9 vp; |
| D3DCOLOR color; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 7.5; |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| if(FAILED(hr)) |
| { |
| /* Windows 7 rejects MaxZ > 1.0, Windows XP allows it. This doesn't break |
| * the tests because the 7.5 is just intended to show that it doesn't have |
| * any influence on the drawing or D3DRS_CLIPPING = FALSE. Set an accepted |
| * viewport and continue. |
| */ |
| ok(broken(hr == D3DERR_INVALIDCALL), "D3D rejected maxZ > 1.0\n"); |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| } |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) |
| { |
| color = getPixelColor(device, 75, 75); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 150); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); |
| } |
| else |
| { |
| color = getPixelColor(device, 75, 75); |
| ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 150); |
| ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 320, 330); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| } |
| |
| static void depth_bounds_test(IDirect3DDevice9 *device) |
| { |
| const struct tvertex quad1[] = |
| { |
| { 0, 0, 0.0f, 1, 0xfff9e814}, |
| { 640, 0, 0.0f, 1, 0xfff9e814}, |
| { 0, 480, 1.0f, 1, 0xfff9e814}, |
| { 640, 480, 1.0f, 1, 0xfff9e814}, |
| }; |
| const struct tvertex quad2[] = |
| { |
| { 0, 0, 0.6f, 1, 0xff002b7f}, |
| { 640, 0, 0.6f, 1, 0xff002b7f}, |
| { 0, 480, 0.6f, 1, 0xff002b7f}, |
| { 640, 480, 0.6f, 1, 0xff002b7f}, |
| }; |
| const struct tvertex quad3[] = |
| { |
| { 0, 100, 0.6f, 1, 0xfff91414}, |
| { 640, 100, 0.6f, 1, 0xfff91414}, |
| { 0, 160, 0.6f, 1, 0xfff91414}, |
| { 640, 160, 0.6f, 1, 0xfff91414}, |
| }; |
| |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| IDirect3D9 *d3d = NULL; |
| IDirect3DSurface9 *offscreen_surface = NULL; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| IDirect3DDevice9_GetDirect3D(device, &d3d); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| 0, D3DRTYPE_SURFACE, MAKEFOURCC('N','V','D','B')) != D3D_OK) { |
| skip("No NVDB (depth bounds test) support\n"); |
| IDirect3D9_Release(d3d); |
| return; |
| } |
| IDirect3D9_Release(d3d); |
| |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, |
| MAKEFOURCC('N','V','D','B'), D3DPOOL_DEFAULT, &offscreen_surface, NULL); |
| ok(FAILED(hr), "Able to create surface, hr %#x.\n", hr); |
| if (offscreen_surface) IDirect3DSurface9_Release(offscreen_surface); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, MAKEFOURCC('N','V','D','B')); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| tmpvalue.f = 0.625; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| tmpvalue.f = 0.75; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_W, tmpvalue.d); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| tmpvalue.f = 0.75; |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 150, 130); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 200); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 300-5); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 300+5); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ |
| color = getPixelColor(device, 150, 330); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); |
| color = getPixelColor(device, 150, 360-5); |
| ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ |
| color = getPixelColor(device, 150, 360+5); |
| ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| } |
| |
| static void depth_buffer_test(IDirect3DDevice9 *device) |
| { |
| static const struct vertex quad1[] = |
| { |
| { -1.0, 1.0, 0.33f, 0xff00ff00}, |
| { 1.0, 1.0, 0.33f, 0xff00ff00}, |
| { -1.0, -1.0, 0.33f, 0xff00ff00}, |
| { 1.0, -1.0, 0.33f, 0xff00ff00}, |
| }; |
| static const struct vertex quad2[] = |
| { |
| { -1.0, 1.0, 0.50f, 0xffff00ff}, |
| { 1.0, 1.0, 0.50f, 0xffff00ff}, |
| { -1.0, -1.0, 0.50f, 0xffff00ff}, |
| { 1.0, -1.0, 0.50f, 0xffff00ff}, |
| }; |
| static const struct vertex quad3[] = |
| { |
| { -1.0, 1.0, 0.66f, 0xffff0000}, |
| { 1.0, 1.0, 0.66f, 0xffff0000}, |
| { -1.0, -1.0, 0.66f, 0xffff0000}, |
| { 1.0, -1.0, 0.66f, 0xffff0000}, |
| }; |
| static const DWORD expected_colors[4][4] = |
| { |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, |
| {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, |
| }; |
| |
| IDirect3DSurface9 *backbuffer, *rt1, *rt2, *rt3; |
| unsigned int i, j; |
| D3DVIEWPORT9 vp; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt3, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt3); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| unsigned int x = 80 * ((2 * j) + 1); |
| unsigned int y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, expected_colors[i][j], 0), |
| "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DSurface9_Release(rt3); |
| IDirect3DSurface9_Release(rt2); |
| IDirect3DSurface9_Release(rt1); |
| } |
| |
| /* 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(IDirect3DDevice9 *device) |
| { |
| static const struct vertex quad[] = |
| { |
| { -1.0, 1.0, 0.66f, 0xffff0000}, |
| { 1.0, 1.0, 0.66f, 0xffff0000}, |
| { -1.0, -1.0, 0.66f, 0xffff0000}, |
| { 1.0, -1.0, 0.66f, 0xffff0000}, |
| }; |
| |
| IDirect3DSurface9 *backbuffer, *rt1, *rt2; |
| unsigned int i, j; |
| D3DVIEWPORT9 vp; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| unsigned int x = 80 * ((2 * j) + 1); |
| unsigned int y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), |
| "Expected color 0x0000ff00 at %u,%u, got 0x%08x.\n", x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(backbuffer); |
| IDirect3DSurface9_Release(rt2); |
| IDirect3DSurface9_Release(rt1); |
| } |
| |
| static void depth_blit_test(IDirect3DDevice9 *device) |
| { |
| static const struct vertex quad1[] = |
| { |
| { -1.0, 1.0, 0.50f, 0xff00ff00}, |
| { 1.0, 1.0, 0.50f, 0xff00ff00}, |
| { -1.0, -1.0, 0.50f, 0xff00ff00}, |
| { 1.0, -1.0, 0.50f, 0xff00ff00}, |
| }; |
| static const struct vertex quad2[] = |
| { |
| { -1.0, 1.0, 0.66f, 0xff0000ff}, |
| { 1.0, 1.0, 0.66f, 0xff0000ff}, |
| { -1.0, -1.0, 0.66f, 0xff0000ff}, |
| { 1.0, -1.0, 0.66f, 0xff0000ff}, |
| }; |
| static const DWORD expected_colors[4][4] = |
| { |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, |
| {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, |
| }; |
| |
| IDirect3DSurface9 *backbuffer, *ds1, *ds2, *ds3; |
| RECT src_rect, dst_rect; |
| unsigned int i, j; |
| D3DVIEWPORT9 vp; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| vp.X = 0; |
| vp.Y = 0; |
| vp.Width = 640; |
| vp.Height = 480; |
| vp.MinZ = 0.0; |
| vp.MaxZ = 1.0; |
| |
| hr = IDirect3DDevice9_SetViewport(device, &vp); |
| ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL); |
| ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 320, 240, D3DFMT_D24S8, 0, 0, FALSE, &ds3, NULL); |
| ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| SetRect(&dst_rect, 0, 0, 480, 360); |
| hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| SetRect(&dst_rect, 0, 0, 320, 240); |
| hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| /* Partial blit. */ |
| SetRect(&src_rect, 0, 0, 320, 240); |
| SetRect(&dst_rect, 0, 0, 320, 240); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| /* Flipped. */ |
| SetRect(&src_rect, 0, 0, 640, 480); |
| SetRect(&dst_rect, 0, 480, 640, 0); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| /* Full, explicit. */ |
| SetRect(&src_rect, 0, 0, 640, 480); |
| SetRect(&dst_rect, 0, 0, 640, 480); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| /* Filtered blit. */ |
| hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| /* Depth -> color blit.*/ |
| hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| IDirect3DSurface9_Release(backbuffer); |
| /* Full surface, different sizes */ |
| hr = IDirect3DDevice9_StretchRect(device, ds3, NULL, ds1, NULL, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| hr = IDirect3DDevice9_StretchRect(device, ds1, NULL, ds3, NULL, D3DTEXF_POINT); |
| ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| unsigned int x = 80 * ((2 * j) + 1); |
| unsigned int y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, expected_colors[i][j], 0), |
| "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(ds3); |
| IDirect3DSurface9_Release(ds2); |
| IDirect3DSurface9_Release(ds1); |
| } |
| |
| static void intz_test(IDirect3DDevice9 *device) |
| { |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ |
| 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ |
| 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ |
| 0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */ |
| 0x0000ffff, /* end */ |
| }; |
| struct |
| { |
| float x, y, z; |
| float s, t, p, q; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_1[] = |
| { |
| { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }, |
| half_quad_2[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }; |
| struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| }; |
| |
| IDirect3DSurface9 *original_ds, *original_rt, *rt; |
| IDirect3DTexture9 *texture; |
| IDirect3DPixelShader9 *ps; |
| IDirect3DSurface9 *ds; |
| IDirect3D9 *d3d9; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| UINT i; |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No pixel shader 2.0 support, skipping INTZ test.\n"); |
| return; |
| } |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); |
| ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); |
| |
| hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')); |
| if (FAILED(hr)) |
| { |
| skip("No INTZ support, skipping INTZ test.\n"); |
| return; |
| } |
| |
| IDirect3D9_Release(d3d9); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| /* Render offscreen, using the INTZ texture as depth buffer */ |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| |
| /* Render onscreen while using the INTZ texture as depth buffer */ |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| |
| /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(original_ds); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(rt); |
| } |
| |
| static void shadow_test(IDirect3DDevice9 *device) |
| { |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ |
| 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ |
| 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ |
| 0x02000001, 0x800f0800, 0x80e40001, /* mov 0C0, r1 */ |
| 0x0000ffff, /* end */ |
| }; |
| struct |
| { |
| D3DFORMAT format; |
| const char *name; |
| } |
| formats[] = |
| { |
| {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"}, |
| {D3DFMT_D32, "D3DFMT_D32"}, |
| {D3DFMT_D15S1, "D3DFMT_D15S1"}, |
| {D3DFMT_D24S8, "D3DFMT_D24S8"}, |
| {D3DFMT_D24X8, "D3DFMT_D24X8"}, |
| {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"}, |
| {D3DFMT_D16, "D3DFMT_D16"}, |
| {D3DFMT_D32F_LOCKABLE, "D3DFMT_D32F_LOCKABLE"}, |
| {D3DFMT_D24FS8, "D3DFMT_D24FS8"}, |
| }; |
| struct |
| { |
| float x, y, z; |
| float s, t, p, q; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f}, |
| }; |
| struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| {400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, |
| {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, |
| {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, |
| {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, |
| {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, |
| { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, |
| { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, |
| {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, |
| }; |
| |
| IDirect3DSurface9 *original_ds, *original_rt, *rt; |
| IDirect3DPixelShader9 *ps; |
| IDirect3D9 *d3d9; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| UINT i; |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No pixel shader 2.0 support, skipping shadow test.\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); |
| ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) |
| { |
| D3DFORMAT format = formats[i].format; |
| IDirect3DTexture9 *texture; |
| IDirect3DSurface9 *ds; |
| unsigned int j; |
| |
| hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format); |
| if (FAILED(hr)) continue; |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1, |
| D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Setup the depth/stencil surface. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Do the actual shadow mapping. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| |
| for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y); |
| ok(color_match(color, expected_colors[j].color, 0), |
| "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", |
| expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, |
| formats[i].name, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); |
| ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(original_ds); |
| |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(rt); |
| |
| IDirect3D9_Release(d3d9); |
| } |
| |
| static void clip_planes(IDirect3DDevice9 *device, const char *test_name) |
| { |
| const struct vertex quad1[] = |
| { |
| {-1.0f, -1.0f, 0.0f, 0xfff9e814}, |
| { 1.0f, -1.0f, 0.0f, 0xfff9e814}, |
| {-1.0f, 1.0f, 0.0f, 0xfff9e814}, |
| { 1.0f, 1.0f, 0.0f, 0xfff9e814}, |
| }; |
| const struct vertex quad2[] = |
| { |
| {-1.0f, -1.0f, 0.0f, 0xff002b7f}, |
| { 1.0f, -1.0f, 0.0f, 0xff002b7f}, |
| {-1.0f, 1.0f, 0.0f, 0xff002b7f}, |
| { 1.0f, 1.0f, 0.0f, 0xff002b7f}, |
| }; |
| D3DCOLOR color; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 1.0, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x1); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 1, 240); |
| ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); |
| color = getPixelColor(device, 638, 240); |
| ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); |
| |
| color = getPixelColor(device, 1, 241); |
| ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); |
| color = getPixelColor(device, 638, 241); |
| ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); |
| } |
| |
| static void clip_planes_test(IDirect3DDevice9 *device) |
| { |
| const float plane0[4] = {0.0f, 1.0f, 0.0f, 0.5f / 480.0f}; /* a quarter-pixel offset */ |
| |
| const DWORD shader_code[] = { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ |
| 0x0000ffff /* end */ |
| }; |
| IDirect3DVertexShader9 *shader; |
| |
| IDirect3DTexture9 *offscreen = NULL; |
| IDirect3DSurface9 *offscreen_surface, *original_rt; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); |
| |
| IDirect3DDevice9_SetClipPlane(device, 0, plane0); |
| |
| clip_planes(device, "Onscreen FFP"); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(offscreen, 0, &offscreen_surface); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| clip_planes(device, "Offscreen FFP"); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, shader); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| clip_planes(device, "Onscreen vertex shader"); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| |
| clip_planes(device, "Offscreen vertex shader"); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); |
| IDirect3DVertexShader9_Release(shader); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(offscreen_surface); |
| IDirect3DTexture9_Release(offscreen); |
| } |
| |
| static void fp_special_test(IDirect3DDevice9 *device) |
| { |
| static const DWORD vs_header[] = |
| { |
| 0xfffe0200, /* vs_2_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ |
| 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ |
| }; |
| |
| static const DWORD vs_log[] = {0x0200000f, 0x80010000, 0x90000001}; /* log r0.x, v1.x */ |
| static const DWORD vs_pow[] = |
| {0x03000020, 0x80010000, 0x90000001, 0x90000001}; /* pow r0.x, v1.x, v1.x */ |
| static const DWORD vs_nrm[] = {0x02000024, 0x80070000, 0x90000001}; /* nrm r0.xyz, v1.x */ |
| static const DWORD vs_rcp1[] = {0x02000006, 0x80010000, 0x90000001}; /* rcp r0.x, v1.x */ |
| static const DWORD vs_rcp2[] = {0x02000006, 0x80010000, 0x91000001}; /* rcp r0.x, -v1.x */ |
| static const DWORD vs_rsq1[] = {0x02000007, 0x80010000, 0x90000001}; /* rsq r0.x, v1.x */ |
| static const DWORD vs_rsq2[] = {0x02000007, 0x80010000, 0x91000001}; /* rsq r0.x, -v1.x */ |
| static const DWORD vs_lit[] = {0x02000010, 0x800f0000, 0x90000001, /* lit r0, v1.xxxx */ |
| 0x02000001, 0x80010000, 0x80aa0000}; /* mov r0.x, v0.z */ |
| |
| static const DWORD vs_footer[] = |
| { |
| 0x03000005, 0x80020000, 0x80000000, 0xa0ff0000, /* mul r0.y, r0.x, c0.w */ |
| 0x0300000d, 0x80040000, 0x80000000, 0x80550000, /* sge r0.z, r0.x, r0.y */ |
| 0x0300000d, 0x80020000, 0x80e40000, 0x80000000, /* sge r0.y, r0, r0.x */ |
| 0x03000005, 0x80040000, 0x80550000, 0x80e40000, /* mul r0.z, r0.y, r0 */ |
| 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ |
| 0x0300000c, 0x80020000, 0x80000000, 0x80000000, /* slt r0.y, r0.x, r0.x */ |
| 0x03000002, 0x80040000, 0x80550000, 0x80550000, /* add r0.z, r0.y, r0.y */ |
| 0x0300000c, 0x80020000, 0xa0000000, 0x80ff0000, /* slt r0.y, c0.x, r0.w */ |
| 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ |
| 0x03000002, 0x80040000, 0x81550000, 0xa0e40000, /* add r0.z, -r0.y, c0 */ |
| 0x0300000c, 0x80080000, 0xa0000000, 0x80e40000, /* slt r0.w, c0.x, r0 */ |
| 0x03000005, 0x80040000, 0x80ff0000, 0x80e40000, /* mul r0.z, r0.w, r0 */ |
| 0x04000004, 0x80020000, 0x80aa0000, 0xa0e40000, 0x80e40000, /* mad r0.y, r0.z, c0, r0 */ |
| 0x02000001, 0xe0030000, 0x80e40000, /* mov oT0.xy, r0 */ |
| 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x0000ffff, /* end */ |
| }; |
| |
| static const struct |
| { |
| const char *name; |
| const DWORD *ops; |
| DWORD size; |
| D3DCOLOR r600; |
| D3DCOLOR nv40; |
| D3DCOLOR nv50; |
| } |
| vs_body[] = |
| { |
| /* The basic ideas here are: |
| * 2.0 * +/-INF == +/-INF |
| * NAN != NAN |
| * |
| * The vertex shader value is written to the red component, with 0.0 |
| * and +/-INF mapping to 0xff, and NAN to 0x7f. Anything else should |
| * result in 0x00. The pixel shader value is written to the green |
| * component, but here 0.0 also results in 0x00. The actual value is |
| * written to the blue component. |
| * |
| * There are considerable differences between graphics cards in how |
| * these are handled, but pow and nrm never generate INF or NAN. */ |
| {"log", vs_log, sizeof(vs_log), 0x00000000, 0x00ff0000, 0x00ff7f00}, |
| {"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x0000ff00, 0x000000ff}, |
| {"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x0000ff00, 0x00ff0000}, |
| {"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x00ff00ff, 0x00ff7f00}, |
| {"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x00000000, 0x00ff0000, 0x00ff7f00}, |
| {"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x00ff00ff, 0x00ff7f00}, |
| {"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x00ff00ff, 0x00ff7f00}, |
| {"lit", vs_lit, sizeof(vs_lit), 0x00ff0000, 0x00ff0000, 0x00ff0000}, |
| }; |
| |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ |
| 0x0200001f, 0x80000000, 0xb0030000, /* dcl t0.xy */ |
| 0x0300000b, 0x80010001, 0xb0e40000, 0xa0e40000, /* max r1.x, t0, c0 */ |
| 0x0300000a, 0x80010000, 0xb0e40000, 0xa0e40000, /* min r0.x, t0, c0 */ |
| 0x03000002, 0x80010000, 0x80e40000, 0x81e40001, /* add r0.x, r0, -r1 */ |
| 0x04000004, 0x80010001, 0xb0e40000, 0xa0ff0000, 0xb1e40000, /* mad r1.x, t0, c0.w. -t0 */ |
| 0x02000023, 0x80010002, 0x80e40001, /* abs r2.x, r1 */ |
| 0x02000023, 0x80010000, 0x80e40000, /* abs r0.x, r0 */ |
| 0x02000023, 0x80010001, 0xb0e40000, /* abs r1.x, t0 */ |
| 0x04000058, 0x80010002, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r2, c0.z, c0 */ |
| 0x02000023, 0x80010002, 0x80e40002, /* abs r2.x, r2 */ |
| 0x04000058, 0x80010001, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r1.x, -r1, c0.z, c0 */ |
| 0x02000023, 0x80010001, 0x80e40001, /* abs r1.x, r1 */ |
| 0x04000058, 0x80010003, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r3.x, -r2, c0.z, c0 */ |
| 0x04000058, 0x80010002, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r1, c0.z, c0 */ |
| 0x04000058, 0x80010000, 0x81e40000, 0xa0550000, 0xa0e40000, /* cmp r0.x, -r0, c0.y, c0 */ |
| 0x03000005, 0x80010002, 0x80e40002, 0x80e40003, /* mul r2.x, r2, r3 */ |
| 0x04000058, 0x80010000, 0x81e40002, 0xa0aa0000, 0x80e40000, /* cmp r0.x, -r2, c0.z, r0 */ |
| 0x04000058, 0x80020000, 0x81000001, 0x80000000, 0xa0000000, /* cmp r0.y, -r1.x, r0.x, c0.x */ |
| 0x02000001, 0x80050000, 0xb0c90000, /* mov r0.xz, t0.yzxw */ |
| 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.w, c0.z */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| |
| struct |
| { |
| float x, y, z; |
| float s; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f}, |
| { 1.0f, 1.0f, 1.0f, 0.0f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f}, |
| { 1.0f, -1.0f, 1.0f, 0.0f}, |
| }; |
| |
| IDirect3DPixelShader9 *ps; |
| UINT body_size = 0; |
| DWORD *vs_code; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| UINT i; |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) |
| { |
| skip("No shader model 2.0 support, skipping floating point specials test.\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE1(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) |
| { |
| if (vs_body[i].size > body_size) body_size = vs_body[i].size; |
| } |
| |
| vs_code = HeapAlloc(GetProcessHeap(), 0, sizeof(vs_header) + body_size + sizeof(vs_footer)); |
| memcpy(vs_code, vs_header, sizeof(vs_header)); |
| |
| for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) |
| { |
| DWORD offset = sizeof(vs_header) / sizeof(*vs_header); |
| IDirect3DVertexShader9 *vs; |
| D3DCOLOR color; |
| |
| memcpy(vs_code + offset, vs_body[i].ops, vs_body[i].size); |
| offset += vs_body[i].size / sizeof(*vs_body[i].ops); |
| memcpy(vs_code + offset, vs_footer, sizeof(vs_footer)); |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color_match(color, vs_body[i].r600, 1) |
| || color_match(color, vs_body[i].nv40, 1) |
| || color_match(color, vs_body[i].nv50, 1), |
| "Expected color 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n", |
| vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); |
| IDirect3DVertexShader9_Release(vs); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, vs_code); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| } |
| |
| static void srgbwrite_format_test(IDirect3DDevice9 *device) |
| { |
| IDirect3D9 *d3d; |
| IDirect3DSurface9 *rt, *backbuffer; |
| IDirect3DTexture9 *texture; |
| HRESULT hr; |
| int i; |
| DWORD color_rgb = 0x00808080, color_srgb = 0x00bcbcbc, color; |
| static const struct |
| { |
| D3DFORMAT fmt; |
| const char *name; |
| } |
| formats[] = |
| { |
| { D3DFMT_R5G6B5, "D3DFMT_R5G6B5" }, |
| { D3DFMT_X8R8G8B8, "D3DFMT_X8R8G8B8" }, |
| { D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8" }, |
| { D3DFMT_A16B16G16R16F, "D3DFMT_A16B16G16R16F" }, |
| { D3DFMT_A32B32G32R32F, "D3DFMT_A32B32G32R32F" }, |
| }; |
| static const struct |
| { |
| float x, y, z; |
| float u, v; |
| } |
| quad[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} |
| }; |
| |
| hr = IDirect3DDevice9_GetDirect3D(device, &d3d); |
| ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); |
| ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| for(i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) |
| { |
| if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, formats[i].fmt))) |
| { |
| skip("Format %s not supported as render target, skipping test.\n", |
| formats[i].name); |
| continue; |
| } |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, D3DUSAGE_RENDERTARGET, formats[i].fmt, |
| D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &rt); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); |
| ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| } |
| |
| IDirect3DSurface9_Release(rt); |
| IDirect3DTexture9_Release(texture); |
| |
| color = getPixelColor(device, 360, 240); |
| if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_QUERY_SRGBWRITE, |
| D3DRTYPE_TEXTURE, formats[i].fmt) == D3D_OK) |
| { |
| /* Big slop for R5G6B5 */ |
| ok(color_match(color, color_srgb, 5), "Format %s supports srgb, expected color 0x%08x, got 0x%08x\n", |
| formats[i].name, color_srgb, color); |
| } |
| else |
| { |
| /* Big slop for R5G6B5 */ |
| ok(color_match(color, color_rgb, 5), "Format %s does not support srgb, expected color 0x%08x, got 0x%08x\n", |
| formats[i].name, color_rgb, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| } |
| |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| IDirect3D9_Release(d3d); |
| IDirect3DSurface9_Release(backbuffer); |
| } |
| |
| static void ds_size_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback; |
| HRESULT hr; |
| DWORD num_passes; |
| struct |
| { |
| float x, y, z; |
| } |
| quad[] = |
| { |
| {-1.0, -1.0, 0.0 }, |
| {-1.0, 1.0, 0.0 }, |
| { 1.0, -1.0, 0.0 }, |
| { 1.0, 1.0, 0.0 } |
| }; |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &old_ds); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); |
| |
| /* The D3DCLEAR_TARGET clear works. D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER returns OK, |
| * but does not change the surface's contents. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000FF, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Target clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.2f, 0); |
| ok(SUCCEEDED(hr), "Z Buffer clear failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0); |
| ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr); |
| |
| /* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */ |
| |
| /* Turning on any depth-related state results in a ValidateDevice failure */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " |
| "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " |
| "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); |
| |
| /* Try to draw with the device in an invalid state */ |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); |
| |
| /* Don't check the resulting draw unless we find an app that needs it. On nvidia ValidateDevice |
| * returns CONFLICTINGRENDERSTATE, so the result is undefined. On AMD d3d seems to assume the |
| * stored Z buffer value is 0.0 for all pixels, even those that are covered by the depth buffer */ |
| } |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, old_ds); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(ds); |
| IDirect3DSurface9_Release(rt); |
| IDirect3DSurface9_Release(old_rt); |
| IDirect3DSurface9_Release(old_ds); |
| } |
| |
| static void unbound_sampler_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume; |
| IDirect3DSurface9 *rt, *old_rt; |
| DWORD color; |
| |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| static const DWORD ps_code_cube[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x98000000, 0xa00f0800, /* dcl_cube s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| static const DWORD ps_code_volume[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ |
| 0x0000ffff, /* end */ |
| }; |
| |
| static const struct |
| { |
| float x, y, z; |
| float u, v; |
| } |
| quad[] = |
| { |
| {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, |
| {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, |
| { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, |
| { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} |
| }; |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStage failed, %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 ); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x56ffffff, 0, 0); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); |
| if(SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); |
| } |
| |
| color = getPixelColorFromSurface(rt, 32, 32); |
| ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); |
| |
| /* Now try with a cube texture */ |
| hr = IDirect3DDevice9_SetPixelShader(device, ps_cube); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); |
| if (SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); |
| } |
| |
| color = getPixelColorFromSurface(rt, 32, 32); |
| ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); |
| |
| /* And then with a volume texture */ |
| hr = IDirect3DDevice9_SetPixelShader(device, ps_volume); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); |
| if (SUCCEEDED(hr)) |
| { |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); |
| } |
| |
| color = getPixelColorFromSurface(rt, 32, 32); |
| ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(rt); |
| IDirect3DSurface9_Release(old_rt); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DPixelShader9_Release(ps_cube); |
| IDirect3DPixelShader9_Release(ps_volume); |
| } |
| |
| static void update_surface_test(IDirect3DDevice9 *device) |
| { |
| static const BYTE blocks[][8] = |
| { |
| {0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00}, /* White */ |
| {0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Red */ |
| {0xe0, 0xff, 0xe0, 0xff, 0x00, 0x00, 0x00, 0x00}, /* Yellow */ |
| {0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Green */ |
| {0xff, 0x07, 0xff, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Cyan */ |
| {0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00}, /* Blue */ |
| {0x1f, 0xf8, 0x1f, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Magenta */ |
| }; |
| static const struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 18, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0xff)}, |
| { 57, 240, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff)}, |
| {109, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0xff)}, |
| {184, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, |
| {290, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, |
| {440, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, |
| {584, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, |
| }; |
| static const struct |
| { |
| float x, y, z, w; |
| float u, v; |
| } |
| tri[] = |
| { |
| { 0.0f, 480.0f, 0.0f, 1.0f, 0.0f, 0.0f}, |
| { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, |
| {640.0f, 240.0f, 0.0f, 10.0f, 100.0f, 0.5f}, |
| }; |
| static const RECT rect_2x2 = {0, 0, 2, 2}; |
| static const struct |
| { |
| UINT src_level; |
| UINT dst_level; |
| const RECT *r; |
| HRESULT hr; |
| } |
| block_size_tests[] = |
| { |
| {1, 0, NULL, D3D_OK}, |
| {0, 1, NULL, D3DERR_INVALIDCALL}, |
| {5, 4, NULL, D3DERR_INVALIDCALL}, |
| {4, 5, NULL, D3DERR_INVALIDCALL}, |
| {4, 5, &rect_2x2, D3DERR_INVALIDCALL}, |
| {5, 5, &rect_2x2, D3D_OK}, |
| }; |
| |
| IDirect3DSurface9 *src_surface, *dst_surface; |
| IDirect3DTexture9 *src_tex, *dst_tex; |
| IDirect3D9 *d3d; |
| UINT count, i; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice9_GetDirect3D(device, &d3d); |
| ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); |
| |
| hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1); |
| IDirect3D9_Release(d3d); |
| if (FAILED(hr)) |
| { |
| skip("DXT1 not supported, skipping test.\n"); |
| return; |
| } |
| |
| IDirect3D9_Release(d3d); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_SYSTEMMEM, &src_tex, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &dst_tex, NULL); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| count = IDirect3DTexture9_GetLevelCount(src_tex); |
| ok(count == 7, "Got level count %u, expected 7.\n", count); |
| |
| for (i = 0; i < count; ++i) |
| { |
| UINT row_count, block_count, x, y; |
| D3DSURFACE_DESC desc; |
| BYTE *row, *block; |
| D3DLOCKED_RECT r; |
| |
| hr = IDirect3DTexture9_GetLevelDesc(src_tex, i, &desc); |
| ok(SUCCEEDED(hr), "Failed to get level desc, hr %#x.\n", hr); |
| |
| hr = IDirect3DTexture9_LockRect(src_tex, i, &r, NULL, 0); |
| ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); |
| |
| row_count = ((desc.Height + 3) & ~3) / 4; |
| block_count = ((desc.Width + 3) & ~3) / 4; |
| row = r.pBits; |
| |
| for (y = 0; y < row_count; ++y) |
| { |
| block = row; |
| for (x = 0; x < block_count; ++x) |
| { |
| memcpy(block, blocks[i], sizeof(blocks[i])); |
| block += sizeof(blocks[i]); |
| } |
| row += r.Pitch; |
| } |
| |
| hr = IDirect3DTexture9_UnlockRect(src_tex, i); |
| ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); |
| } |
| |
| for (i = 0; i < sizeof(block_size_tests) / sizeof(*block_size_tests); ++i) |
| { |
| hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, block_size_tests[i].src_level, &src_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, block_size_tests[i].dst_level, &dst_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, src_surface, block_size_tests[i].r, dst_surface, NULL); |
| ok(hr == block_size_tests[i].hr, "Update surface returned %#x for test %u, expected %#x.\n", |
| hr, i, block_size_tests[i].hr); |
| |
| IDirect3DSurface9_Release(dst_surface); |
| IDirect3DSurface9_Release(src_surface); |
| } |
| |
| for (i = 0; i < count; ++i) |
| { |
| hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, i, &src_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, i, &dst_surface); |
| ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_UpdateSurface(device, src_surface, NULL, dst_surface, NULL); |
| ok(SUCCEEDED(hr), "Failed to update surface at level %u, hr %#x.\n", i, hr); |
| |
| IDirect3DSurface9_Release(dst_surface); |
| IDirect3DSurface9_Release(src_surface); |
| } |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)dst_tex); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 1, tri, sizeof(*tri)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 0), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(dst_tex); |
| IDirect3DTexture9_Release(src_tex); |
| } |
| |
| static void multisample_get_rtdata_test(IDirect3DDevice9 *device) |
| { |
| IDirect3DSurface9 *original_ds, *original_rt, *rt, *readback; |
| IDirect3D9 *d3d9; |
| HRESULT hr; |
| |
| hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); |
| ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr); |
| hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); |
| IDirect3D9_Release(d3d9); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n"); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 256, 256, D3DFMT_A8R8G8B8, |
| D3DPOOL_SYSTEMMEM, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback); |
| ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(original_ds); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(rt); |
| } |
| |
| static void multisampled_depth_buffer_test(IDirect3D9 *d3d9) |
| { |
| IDirect3DDevice9 *device = 0; |
| IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| D3DPRESENT_PARAMETERS present_parameters; |
| unsigned int i; |
| static const struct |
| { |
| float x, y, z; |
| D3DCOLOR color; |
| } |
| quad_1[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0xffff0000}, |
| { 1.0f, 1.0f, 1.0f, 0xffff0000}, |
| { -1.0f, -1.0f, 0.0f, 0xffff0000}, |
| { 1.0f, -1.0f, 1.0f, 0xffff0000}, |
| }, |
| quad_2[] = |
| { |
| { -1.0f, 1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, 1.0f, 0.0f, 0xff0000ff}, |
| { -1.0f, -1.0f, 1.0f, 0xff0000ff}, |
| { 1.0f, -1.0f, 0.0f, 0xff0000ff}, |
| }; |
| static const struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| {560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| { 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, |
| {400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| {560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, |
| }; |
| |
| hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n"); |
| return; |
| } |
| hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n"); |
| return; |
| } |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = TRUE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.EnableAutoDepthStencil = TRUE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; |
| |
| hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, |
| &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n"); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| /* Render onscreen and then offscreen */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Render offscreen and then onscreen */ |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| IDirect3DSurface9_Release(ds); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(rt); |
| IDirect3DSurface9_Release(original_rt); |
| cleanup_device(device); |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = TRUE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.EnableAutoDepthStencil = TRUE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE; |
| |
| hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, |
| &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear depth buffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL); |
| ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| |
| /* Render to a multisampled offscreen frame buffer and then blit to |
| * the onscreen (not multisampled) frame buffer. */ |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_StretchRect(device, ds, NULL, original_ds, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); |
| if (i % 4 < 2) |
| todo_wine 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); |
| else |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); |
| |
| IDirect3DSurface9_Release(original_ds); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(ds); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(rt); |
| cleanup: |
| cleanup_device(device); |
| } |
| |
| static void resz_test(IDirect3D9 *d3d9) |
| { |
| IDirect3DDevice9 *device = 0; |
| IDirect3DSurface9 *rt, *original_rt, *ds, *readback, *intz_ds; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| D3DPRESENT_PARAMETERS present_parameters; |
| unsigned int i; |
| static const DWORD ps_code[] = |
| { |
| 0xffff0200, /* ps_2_0 */ |
| 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ |
| 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ |
| 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ |
| 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ |
| 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ |
| 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ |
| 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ |
| 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ |
| 0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */ |
| 0x0000ffff, /* end */ |
| }; |
| struct |
| { |
| float x, y, z; |
| float s, t, p, q; |
| } |
| quad[] = |
| { |
| { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, |
| { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, |
| { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, |
| { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, |
| }; |
| struct |
| { |
| UINT x, y; |
| D3DCOLOR color; |
| } |
| expected_colors[] = |
| { |
| { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, |
| {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, |
| {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, |
| {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, |
| }; |
| IDirect3DTexture9 *texture; |
| IDirect3DPixelShader9 *ps; |
| DWORD value; |
| |
| hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); |
| return; |
| } |
| hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, |
| D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); |
| if (FAILED(hr)) |
| { |
| skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); |
| return; |
| } |
| |
| hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')); |
| if (FAILED(hr)) |
| { |
| skip("No INTZ support, skipping RESZ test.\n"); |
| return; |
| } |
| |
| hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')); |
| if (FAILED(hr)) |
| { |
| skip("No RESZ support, skipping RESZ test.\n"); |
| return; |
| } |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = TRUE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.EnableAutoDepthStencil = FALSE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE; |
| |
| hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); |
| if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) |
| { |
| skip("No pixel shader 2.0 support, skipping INTZ test.\n"); |
| cleanup_device(device); |
| return; |
| } |
| if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) |
| { |
| skip("No unconditional NP2 texture support, skipping INTZ test.\n"); |
| cleanup_device(device); |
| return; |
| } |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); |
| ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(intz_ds); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| /* Render offscreen (multisampled), blit the depth buffer |
| * into the INTZ texture and then check its contents */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| /* The destination depth texture has to be bound to sampler 0 */ |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| /* The actual multisampled depth buffer resolve happens here */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); |
| ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back */ |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(original_rt); |
| IDirect3DSurface9_Release(rt); |
| cleanup_device(device); |
| |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = TRUE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; |
| present_parameters.EnableAutoDepthStencil = TRUE; |
| present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; |
| present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; |
| |
| hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, |
| present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); |
| ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); |
| ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); |
| ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); |
| ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, |
| D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); |
| hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); |
| ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(intz_ds); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); |
| ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); |
| ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); |
| |
| /* Render onscreen, blit the depth buffer into the INTZ texture |
| * and then check its contents */ |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| |
| /* The actual multisampled depth buffer resolve happens here */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); |
| ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| |
| /* Test edge cases - try with no texture at all */ |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| /* With a non-multisampled depth buffer */ |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, |
| D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); |
| |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); |
| ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| |
| /* Read the depth values back. */ |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) |
| { |
| D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); |
| ok(color_match(color, expected_colors[i].color, 1), |
| "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", |
| expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Without a current depth-stencil buffer set */ |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); |
| ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); |
| IDirect3DSurface9_Release(ds); |
| hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); |
| ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetTexture(device, 0, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); |
| IDirect3DTexture9_Release(texture); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DSurface9_Release(readback); |
| IDirect3DSurface9_Release(original_rt); |
| cleanup_device(device); |
| } |
| |
| static void zenable_test(IDirect3DDevice9 *device) |
| { |
| static const struct |
| { |
| struct vec4 position; |
| D3DCOLOR diffuse; |
| } |
| tquad[] = |
| { |
| {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, |
| {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, |
| {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, |
| {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, |
| }; |
| D3DCOLOR color; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| UINT x, y; |
| UINT i, j; |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); |
| ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| x = 80 * ((2 * j) + 1); |
| y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, 0x0000ff00, 1), |
| "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); |
| ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); |
| |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) |
| && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| static const DWORD vs_code[] = |
| { |
| 0xfffe0101, /* vs_1_1 */ |
| 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ |
| 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ |
| 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ |
| 0x0000ffff |
| }; |
| static const DWORD ps_code[] = |
| { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ |
| 0x0000ffff /* end */ |
| }; |
| static const struct vec3 quad[] = |
| { |
| {-1.0f, -1.0f, -0.5f}, |
| {-1.0f, 1.0f, -0.5f}, |
| { 1.0f, -1.0f, 1.5f}, |
| { 1.0f, 1.0f, 1.5f}, |
| }; |
| static const D3DCOLOR expected[] = |
| { |
| 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, |
| 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, |
| 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, |
| 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, |
| }; |
| |
| IDirect3DVertexShader9 *vs; |
| IDirect3DPixelShader9 *ps; |
| |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); |
| ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, vs); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetPixelShader(device, ps); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); |
| ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); |
| |
| for (i = 0; i < 4; ++i) |
| { |
| for (j = 0; j < 4; ++j) |
| { |
| x = 80 * ((2 * j) + 1); |
| y = 60 * ((2 * i) + 1); |
| color = getPixelColor(device, x, y); |
| ok(color_match(color, expected[i * 4 + j], 1), |
| "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); |
| } |
| } |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); |
| |
| hr = IDirect3DDevice9_SetPixelShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, NULL); |
| ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); |
| IDirect3DPixelShader9_Release(ps); |
| IDirect3DVertexShader9_Release(vs); |
| } |
| } |
| |
| START_TEST(visual) |
| { |
| IDirect3D9 *d3d9; |
| IDirect3DDevice9 *device_ptr; |
| D3DCAPS9 caps; |
| HRESULT hr; |
| DWORD color; |
| |
| d3d9_handle = LoadLibraryA("d3d9.dll"); |
| if (!d3d9_handle) |
| { |
| skip("Could not load d3d9.dll\n"); |
| return; |
| } |
| |
| device_ptr = init_d3d9(); |
| if (!device_ptr) |
| { |
| skip("Creating the device failed\n"); |
| return; |
| } |
| |
| IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps); |
| |
| /* Check for the reliability of the returned data */ |
| hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| skip("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| |
| color = getPixelColor(device_ptr, 1, 1); |
| if(color !=0x00ff0000) |
| { |
| skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| skip("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| |
| color = getPixelColor(device_ptr, 639, 479); |
| if(color != 0x0000ddee) |
| { |
| skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| /* Now execute the real tests */ |
| depth_clamp_test(device_ptr); |
| stretchrect_test(device_ptr); |
| lighting_test(device_ptr); |
| clear_test(device_ptr); |
| color_fill_test(device_ptr); |
| fog_test(device_ptr); |
| if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) |
| { |
| test_cube_wrap(device_ptr); |
| } else { |
| skip("No cube texture support\n"); |
| } |
| z_range_test(device_ptr); |
| if(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) |
| { |
| maxmip_test(device_ptr); |
| } |
| else |
| { |
| skip("No mipmap support\n"); |
| } |
| offscreen_test(device_ptr); |
| ds_size_test(device_ptr); |
| alpha_test(device_ptr); |
| shademode_test(device_ptr); |
| srgbtexture_test(device_ptr); |
| release_buffer_test(device_ptr); |
| float_texture_test(device_ptr); |
| g16r16_texture_test(device_ptr); |
| pixelshader_blending_test(device_ptr); |
| texture_transform_flags_test(device_ptr); |
| autogen_mipmap_test(device_ptr); |
| fixed_function_decl_test(device_ptr); |
| conditional_np2_repeat_test(device_ptr); |
| fixed_function_bumpmap_test(device_ptr); |
| if(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) { |
| stencil_cull_test(device_ptr); |
| } else { |
| skip("No two sided stencil support\n"); |
| } |
| pointsize_test(device_ptr); |
| tssargtemp_test(device_ptr); |
| np2_stretch_rect_test(device_ptr); |
| yuv_color_test(device_ptr); |
| zwriteenable_test(device_ptr); |
| alphatest_test(device_ptr); |
| viewport_test(device_ptr); |
| |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| test_constant_clamp_vs(device_ptr); |
| test_compare_instructions(device_ptr); |
| } |
| else skip("No vs_1_1 support\n"); |
| |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) |
| { |
| test_mova(device_ptr); |
| loop_index_test(device_ptr); |
| sincos_test(device_ptr); |
| sgn_test(device_ptr); |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) { |
| test_vshader_input(device_ptr); |
| test_vshader_float16(device_ptr); |
| stream_test(device_ptr); |
| } else { |
| skip("No vs_3_0 support\n"); |
| } |
| } |
| else skip("No vs_2_0 support\n"); |
| |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) |
| { |
| fog_with_shader_test(device_ptr); |
| } |
| else skip("No vs_2_0 and ps_2_0 support\n"); |
| |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) |
| { |
| texbem_test(device_ptr); |
| texdepth_test(device_ptr); |
| texkill_test(device_ptr); |
| x8l8v8u8_test(device_ptr); |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) { |
| constant_clamp_ps_test(device_ptr); |
| cnd_test(device_ptr); |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) { |
| dp2add_ps_test(device_ptr); |
| unbound_sampler_test(device_ptr); |
| if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) { |
| nested_loop_test(device_ptr); |
| pretransformed_varying_test(device_ptr); |
| vFace_register_test(device_ptr); |
| vpos_register_test(device_ptr); |
| multiple_rendertargets_test(device_ptr); |
| } else { |
| skip("No ps_3_0 or vs_3_0 support\n"); |
| } |
| } else { |
| skip("No ps_2_0 support\n"); |
| } |
| } |
| } |
| else skip("No ps_1_1 support\n"); |
| |
| texop_test(device_ptr); |
| texop_range_test(device_ptr); |
| alphareplicate_test(device_ptr); |
| dp3_alpha_test(device_ptr); |
| depth_buffer_test(device_ptr); |
| depth_buffer2_test(device_ptr); |
| depth_blit_test(device_ptr); |
| intz_test(device_ptr); |
| shadow_test(device_ptr); |
| fp_special_test(device_ptr); |
| depth_bounds_test(device_ptr); |
| srgbwrite_format_test(device_ptr); |
| clip_planes_test(device_ptr); |
| update_surface_test(device_ptr); |
| multisample_get_rtdata_test(device_ptr); |
| zenable_test(device_ptr); |
| |
| hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9); |
| ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr); |
| cleanup_device(device_ptr); |
| device_ptr = NULL; |
| |
| multisampled_depth_buffer_test(d3d9); |
| resz_test(d3d9); |
| |
| IDirect3D9_Release(d3d9); |
| |
| cleanup: |
| cleanup_device(device_ptr); |
| } |