| /* |
| * Copyright 2005, 2007 Henri Verbeet |
| * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| /* 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 colos 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 <dxerr9.h> |
| #include "wine/test.h" |
| |
| static HMODULE d3d9_handle = 0; |
| |
| 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_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); |
| return ret; |
| } |
| |
| static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) |
| { |
| DWORD ret; |
| IDirect3DSurface9 *surf; |
| 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 ) /* This is not a test */ |
| { |
| trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr)); |
| return 0xdeadbeef; |
| } |
| |
| hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr)); |
| ret = 0xdeadbeed; |
| goto out; |
| } |
| |
| hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); |
| if(FAILED(hr)) |
| { |
| trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr)); |
| ret = 0xdeadbeec; |
| goto out; |
| } |
| |
| /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't |
| * really important for these tests |
| */ |
| ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; |
| hr = IDirect3DSurface9_UnlockRect(surf); |
| if(FAILED(hr)) |
| { |
| trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr)); |
| } |
| |
| out: |
| 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; |
| |
| 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); |
| ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n"); |
| if (!d3d9_ptr) return NULL; |
| |
| ZeroMemory(&present_parameters, sizeof(present_parameters)); |
| present_parameters.Windowed = FALSE; |
| present_parameters.hDeviceWindow = create_window(); |
| present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| present_parameters.BackBufferWidth = 640; |
| present_parameters.BackBufferHeight = 480; |
| present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; |
| |
| hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); |
| ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr)); |
| |
| return device_ptr; |
| } |
| |
| struct vertex |
| { |
| float x, y, z; |
| DWORD diffuse; |
| }; |
| |
| struct nvertex |
| { |
| float x, y, z; |
| float nx, ny, nz; |
| DWORD diffuse; |
| }; |
| |
| static void lighting_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; |
| DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; |
| DWORD color; |
| |
| float mat[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 }; |
| |
| struct vertex unlitquad[] = |
| { |
| {-1.0, -1.0, 0.1, 0xffff0000}, |
| {-1.0, 0.0, 0.1, 0xffff0000}, |
| { 0.0, 0.0, 0.1, 0xffff0000}, |
| { 0.0, -1.0, 0.1, 0xffff0000}, |
| }; |
| struct vertex litquad[] = |
| { |
| {-1.0, 0.0, 0.1, 0xff00ff00}, |
| {-1.0, 1.0, 0.1, 0xff00ff00}, |
| { 0.0, 1.0, 0.1, 0xff00ff00}, |
| { 0.0, 0.0, 0.1, 0xff00ff00}, |
| }; |
| struct nvertex unlitnquad[] = |
| { |
| { 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| { 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, |
| }; |
| struct nvertex litnquad[] = |
| { |
| { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, |
| { 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, |
| { 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, |
| { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 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 %s\n", DXGetErrorString9(hr)); |
| |
| /* Setup some states that may cause issues */ |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); |
| |
| hr = IDirect3DDevice9_SetFVF(device, fvf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); |
| |
| hr = IDirect3DDevice9_BeginScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| |
| hr = IDirect3DDevice9_SetFVF(device, nfvf); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| |
| IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); |
| } |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ |
| ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ |
| ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ |
| ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ |
| ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); |
| ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); |
| } |
| |
| static void clear_test(IDirect3DDevice9 *device) |
| { |
| /* Tests the correctness of clearing parameters */ |
| HRESULT hr; |
| D3DRECT rect[2]; |
| D3DRECT rect_negneg; |
| DWORD color; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); |
| |
| /* Positive x, negative y */ |
| rect[0].x1 = 0; |
| rect[0].y1 = 480; |
| rect[0].x2 = 320; |
| rect[0].y2 = 240; |
| |
| /* Positive x, positive y */ |
| rect[1].x1 = 0; |
| rect[1].y1 = 0; |
| rect[1].x2 = 320; |
| rect[1].y2 = 240; |
| /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle |
| * is ignored, the positive is still cleared afterwards |
| */ |
| hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); |
| |
| /* negative x, negative y */ |
| rect_negneg.x1 = 640; |
| rect_negneg.x1 = 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, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device, 160, 360); /* lower left quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); /* upper left quad */ |
| ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); /* lower right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); /* upper right quad */ |
| ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); |
| } |
| |
| typedef struct { |
| float in[4]; |
| DWORD out; |
| } test_data_t; |
| |
| /* |
| * c7 rounded ARGB |
| * -2.4 -2 0x00ffff00 |
| * -1.6 -2 0x00ffff00 |
| * -0.4 0 0x0000ffff |
| * 0.4 0 0x0000ffff |
| * 1.6 2 0x00ff00ff |
| * 2.4 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 test_data_t test_data[] = { |
| {{-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; |
| HRESULT hr; |
| int i; |
| |
| hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); |
| ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); |
| hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); |
| ok(SUCCEEDED(hr), "SetVertexShader 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); |
| |
| for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i) |
| { |
| DWORD color; |
| |
| hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[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); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); |
| |
| color = getPixelColor(device, 320, 240); |
| ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]); |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); |
| ok(SUCCEEDED(hr), "Clear 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); |
| } |
| |
| 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; |
| DWORD color; |
| float start = 0.0, end = 1.0; |
| |
| /* Gets full z based fog with linear fog, no fog with specular color */ |
| struct sVertex unstransformed_1[] = { |
| {-1, -1, 0.1, 0xFFFF0000, 0xFF000000 }, |
| {-1, 0, 0.1, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 0.1, 0xFFFF0000, 0xFF000000 }, |
| { 0, -1, 0.1, 0xFFFF0000, 0xFF000000 }, |
| }; |
| /* Ok, I am too lazy to deal with transform matrices */ |
| struct sVertex unstransformed_2[] = { |
| {-1, 0, 1.0, 0xFFFF0000, 0xFF000000 }, |
| {-1, 1, 1.0, 0xFFFF0000, 0xFF000000 }, |
| { 0, 1, 1.0, 0xFFFF0000, 0xFF000000 }, |
| { 0, 0, 1.0, 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, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| struct sVertexT transformed_2[] = { |
| {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| {320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 }, |
| }; |
| WORD Indices[] = {0, 1, 2, 2, 3, 0}; |
| |
| hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); |
| ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); |
| ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); |
| ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); |
| ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr)); |
| |
| if(IDirect3DDevice9_BeginScene(device) == D3D_OK) |
| { |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(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, unstransformed_1, |
| sizeof(unstransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); |
| |
| /* That makes it use the Z value */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); |
| ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(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, unstransformed_2, |
| sizeof(unstransformed_1[0])); |
| ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); |
| |
| /* transformed verts */ |
| hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); |
| ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); |
| |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); |
| ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(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])); |
| |
| hr = IDirect3DDevice9_EndScene(device); |
| ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr)); |
| } |
| else |
| { |
| ok(FALSE, "BeginScene failed\n"); |
| } |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| color = getPixelColor(device, 160, 360); |
| ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 160, 120); |
| ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 120); |
| ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); |
| color = getPixelColor(device, 480, 360); |
| ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color); |
| |
| /* Turn off the fog master switch to avoid confusing other tests */ |
| hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); |
| ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(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. */ |
| 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; |
| D3DLOCKED_RECT locked_rect; |
| HRESULT hr; |
| INT x, 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 = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD); |
| 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); |
| |
| hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, |
| D3DPOOL_DEFAULT, &texture, NULL); |
| ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr); |
| |
| /* Create cube faces */ |
| for (face = 0; face < 6; ++face) |
| { |
| IDirect3DSurface9 *face_surface = NULL; |
| |
| 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 %s\n", DXGetErrorString9(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); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| /* Due to the nature of this test, we sample essentially at the edge |
| * between two faces. Because of this it's undefined from which face |
| * the driver will sample. Furtunately that's not important for this |
| * test, since all we care about is that it doesn't sample from the |
| * other side of the surface or from the border. */ |
| color = getPixelColor(device, 320, 240); |
| ok(color == 0x00ff0000 || color == 0x000000ff, |
| "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n", |
| color, address_modes[x].name); |
| |
| 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); |
| } |
| |
| /* 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 |
| * What's not tested: non linear fog with shader |
| * table fog with foggy vertex shader |
| */ |
| static void fog_with_shader_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| /* NOTE: changing these values will not effect the tests with foggy vertex shader, as the values are hardcoded in the shader*/ |
| union {float f; DWORD i;} start={.f=0.9}, end={.f=0.1}; |
| 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 pixel shader */ |
| static const DWORD pixel_shader_code[] = { |
| 0xffff0101, /* ps_1_1 */ |
| 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */ |
| 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[3] = {NULL, NULL, NULL}; |
| IDirect3DPixelShader9 *pixel_shader[2] = {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, 0, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {0, 1, 1, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {0, 1, 2, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {0, 1, 3, 0, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {0, 1, 3, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| |
| /* vertex shader */ |
| {1, 0, 0, 0, |
| {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, |
| 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, |
| {1, 0, 0, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {1, 0, 1, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {1, 0, 2, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {1, 0, 3, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| |
| /* vertex shader and pixel shader */ |
| {1, 1, 0, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {1, 1, 1, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {1, 1, 2, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| {1, 1, 3, 3, |
| {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, |
| 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, |
| |
| /* foggy vertex shader */ |
| {2, 0, 0, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, 1, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, 2, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 0, 3, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| /* foggy vertex shader and pixel shader */ |
| {2, 1, 0, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, 1, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, 2, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| {2, 1, 3, 0, |
| {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, |
| 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, |
| |
| }; |
| |
| 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_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); |
| 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 < 22; 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); |
| |
| IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| |
| /* As the red and green component are the result of blending use 5% tolerance on the expected value */ |
| color = getPixelColor(device, 128, 240); |
| ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j]) |
| && abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13 |
| && abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13, |
| "fog ps%i vs%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]); |
| } |
| } |
| |
| /* 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]); |
| IDirect3DPixelShader9_Release(pixel_shader[1]); |
| IDirect3DVertexDeclaration9_Release(vertex_declaration); |
| } |
| |
| /* test the behavior of the texbem instruction |
| * with normal 2D and projective 2D textures |
| */ |
| static void texbem_test(IDirect3DDevice9 *device) |
| { |
| HRESULT hr; |
| DWORD color; |
| unsigned int i, x, y; |
| |
| 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 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 assymetric 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[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, D3DLOCK_DISCARD); |
| 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); |
| } |
| |
| 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); |
| |
| hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); |
| ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); |
| |
| color = getPixelColor(device, 320-32, 240); |
| ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320+32, 240); |
| ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320, 240-32); |
| ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| color = getPixelColor(device, 320, 240+32); |
| ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); |
| |
| 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_SetTexture(device, i, NULL); |
| ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); |
| IDirect3DCubeTexture9_Release(texture[i]); |
| } |
| } |
| |
| START_TEST(visual) |
| { |
| 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) 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)) |
| { |
| trace("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device_ptr, 1, 1); |
| if(color !=0x00ff0000) |
| { |
| trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| |
| hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); |
| if(FAILED(hr)) |
| { |
| trace("Clear failed, can't assure correctness of the test results, skipping\n"); |
| goto cleanup; |
| } |
| IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); |
| |
| color = getPixelColor(device_ptr, 639, 479); |
| if(color != 0x0000ddee) |
| { |
| trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); |
| goto cleanup; |
| } |
| |
| /* Now execute the real tests */ |
| lighting_test(device_ptr); |
| clear_test(device_ptr); |
| fog_test(device_ptr); |
| test_cube_wrap(device_ptr); |
| |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) |
| { |
| test_mova(device_ptr); |
| } |
| else skip("No vs_2_0 support\n"); |
| |
| if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| fog_with_shader_test(device_ptr); |
| } |
| else skip("No vs_1_1 and ps_1_1 support\n"); |
| |
| if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1)) |
| { |
| texbem_test(device_ptr); |
| } |
| else skip("No ps_1_1 support\n"); |
| |
| cleanup: |
| if(device_ptr) IDirect3DDevice9_Release(device_ptr); |
| } |