blob: f2547197f74edda51c4ee9fcf408ad424c160de1 [file] [log] [blame]
/*
* Copyright (C) 2006 Vitaliy Margolen
* Copyright (C) 2006 Chris Robinson
* Copyright (C) 2006-2007 Stefan Dösinger(For CodeWeavers)
* Copyright 2007 Henri Verbeet
* Copyright (C) 2008 Rico Schüller
*
* 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
*/
#define COBJMACROS
#include <d3d9.h>
#include "wine/test.h"
static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT);
static int get_refcount(IUnknown *object)
{
IUnknown_AddRef( object );
return IUnknown_Release( object );
}
#define CHECK_CALL(r,c,d,rc) \
if (SUCCEEDED(r)) {\
int tmp1 = get_refcount( (IUnknown *)d ); \
int rc_new = rc; \
ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
} else {\
trace("%s failed: %08x\n", c, r); \
}
#define CHECK_RELEASE(obj,d,rc) \
if (obj) { \
int tmp1, rc_new = rc; \
IUnknown_Release( obj ); \
tmp1 = get_refcount( (IUnknown *)d ); \
ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
}
#define CHECK_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = get_refcount( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_RELEASE_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = IUnknown_Release( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_ADDREF_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = IUnknown_AddRef( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_SURFACE_CONTAINER(obj,iid,expected) \
{ \
void *container_ptr = (void *)0x1337c0d3; \
hr = IDirect3DSurface9_GetContainer(obj, &iid, &container_ptr); \
ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#x, container_ptr %p. " \
"Expected hr %#x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \
if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \
}
static void check_mipmap_levels(IDirect3DDevice9 *device, UINT width, UINT height, UINT count)
{
IDirect3DBaseTexture9* texture = NULL;
HRESULT hr = IDirect3DDevice9_CreateTexture( device, width, height, 0, 0,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture9**) &texture, NULL );
if (SUCCEEDED(hr)) {
DWORD levels = IDirect3DBaseTexture9_GetLevelCount(texture);
ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels);
} else
trace("CreateTexture failed: %08x\n", hr);
if (texture) IUnknown_Release( texture );
}
static void test_mipmap_levels(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to create IDirect3D9Device (%08x)\n", hr);
if (FAILED(hr)) {
skip("failed to create a d3d device\n");
goto cleanup;
}
check_mipmap_levels(pDevice, 32, 32, 6);
check_mipmap_levels(pDevice, 256, 1, 9);
check_mipmap_levels(pDevice, 1, 256, 9);
check_mipmap_levels(pDevice, 1, 1, 1);
cleanup:
if (pD3d) IUnknown_Release( pD3d );
if (pDevice) IUnknown_Release( pDevice );
DestroyWindow( hwnd );
}
static void test_swapchain(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
IDirect3DSwapChain9 *swapchain0 = NULL;
IDirect3DSwapChain9 *swapchain1 = NULL;
IDirect3DSwapChain9 *swapchain2 = NULL;
IDirect3DSwapChain9 *swapchain3 = NULL;
IDirect3DSwapChain9 *swapchainX = NULL;
IDirect3DSurface9 *backbuffer = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 0;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == S_OK || hr == D3DERR_NOTAVAILABLE,
"Failed to create IDirect3D9Device (%08x)\n", hr);
if (FAILED(hr)) goto cleanup;
/* Check if the back buffer count was modified */
ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
/* Get the implicit swapchain */
hr = IDirect3DDevice9_GetSwapChain(pDevice, 0, &swapchain0);
ok(SUCCEEDED(hr), "Failed to get the impicit swapchain (%08x)\n", hr);
if(swapchain0) IDirect3DSwapChain9_Release(swapchain0);
/* Check if there is a back buffer */
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer (%08x)\n", hr);
ok(backbuffer != NULL, "The back buffer is NULL\n");
if(backbuffer) IDirect3DSurface9_Release(backbuffer);
/* Try to get a nonexistent swapchain */
hr = IDirect3DDevice9_GetSwapChain(pDevice, 1, &swapchainX);
ok(hr == D3DERR_INVALIDCALL, "GetSwapChain on an nonexistent swapchain returned (%08x)\n", hr);
ok(swapchainX == NULL, "Swapchain 1 is %p\n", swapchainX);
if(swapchainX) IDirect3DSwapChain9_Release(swapchainX);
/* Create a bunch of swapchains */
d3dpp.BackBufferCount = 0;
hr = IDirect3DDevice9_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain1);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%08x)\n", hr);
ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
d3dpp.BackBufferCount = 1;
hr = IDirect3DDevice9_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain2);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%08x)\n", hr);
d3dpp.BackBufferCount = 2;
hr = IDirect3DDevice9_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain3);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%08x)\n", hr);
if(SUCCEEDED(hr)) {
/* Swapchain 3, created with backbuffercount 2 */
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 0, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%08x)\n", hr);
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 1, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%08x)\n", hr);
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 2, 0, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %08x\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 3, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%08x)\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
}
/* Check the back buffers of the swapchains */
/* Swapchain 1, created with backbuffercount 0 */
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer (%08x)\n", hr);
ok(backbuffer != NULL, "The back buffer is NULL (%08x)\n", hr);
if(backbuffer) IDirect3DSurface9_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain1, 1, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%08x)\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
/* Swapchain 2 - created with backbuffercount 1 */
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain2, 0, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer (%08x)\n", hr);
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain2, 1, 0, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %08x\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain9_GetBackBuffer(swapchain2, 2, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%08x)\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
/* Try getSwapChain on a manually created swapchain
* it should fail, apparently GetSwapChain only returns implicit swapchains
*/
swapchainX = (void *) 0xdeadbeef;
hr = IDirect3DDevice9_GetSwapChain(pDevice, 1, &swapchainX);
ok(hr == D3DERR_INVALIDCALL, "Failed to get the second swapchain (%08x)\n", hr);
ok(swapchainX == NULL, "The swapchain pointer is %p\n", swapchainX);
if(swapchainX && swapchainX != (void *) 0xdeadbeef ) IDirect3DSwapChain9_Release(swapchainX);
cleanup:
if(swapchain1) IDirect3DSwapChain9_Release(swapchain1);
if(swapchain2) IDirect3DSwapChain9_Release(swapchain2);
if(swapchain3) IDirect3DSwapChain9_Release(swapchain3);
if(pDevice) IDirect3DDevice9_Release(pDevice);
if(pD3d) IDirect3DDevice9_Release(pD3d);
DestroyWindow( hwnd );
}
/* Shared between two functions */
static const DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
0x0000FFFF}; /* END */
static void test_refcount(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
IDirect3DVertexBuffer9 *pVertexBuffer = NULL;
IDirect3DIndexBuffer9 *pIndexBuffer = NULL;
IDirect3DVertexDeclaration9 *pVertexDeclaration = NULL;
IDirect3DVertexShader9 *pVertexShader = NULL;
IDirect3DPixelShader9 *pPixelShader = NULL;
IDirect3DCubeTexture9 *pCubeTexture = NULL;
IDirect3DTexture9 *pTexture = NULL;
IDirect3DVolumeTexture9 *pVolumeTexture = NULL;
IDirect3DVolume9 *pVolumeLevel = NULL;
IDirect3DSurface9 *pStencilSurface = NULL;
IDirect3DSurface9 *pOffscreenSurface = NULL;
IDirect3DSurface9 *pRenderTarget = NULL;
IDirect3DSurface9 *pRenderTarget2 = NULL;
IDirect3DSurface9 *pRenderTarget3 = NULL;
IDirect3DSurface9 *pTextureLevel = NULL;
IDirect3DSurface9 *pBackBuffer = NULL;
IDirect3DStateBlock9 *pStateBlock = NULL;
IDirect3DStateBlock9 *pStateBlock1 = NULL;
IDirect3DSwapChain9 *pSwapChain = NULL;
IDirect3DQuery9 *pQuery = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
int refcount = 0, tmp;
D3DVERTEXELEMENT9 decl[] =
{
D3DDECL_END()
};
static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042, 0xB00F0000, /* tex t0 */
0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
0x0000FFFF}; /* END */
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == S_OK || hr == D3DERR_NOTAVAILABLE,
"Failed to create IDirect3D9Device (%08x)\n", hr);
if (FAILED(hr)) goto cleanup;
refcount = get_refcount( (IUnknown *)pDevice );
ok(refcount == 1, "Invalid device RefCount %d\n", refcount);
/**
* Check refcount of implicit surfaces and implicit swapchain. Findings:
* - the container is the device OR swapchain
* - they hold a reference to the device
* - they are created with a refcount of 0 (Get/Release returns original refcount)
* - they are not freed if refcount reaches 0.
* - the refcount is not forwarded to the container.
*/
hr = IDirect3DDevice9_GetSwapChain(pDevice, 0, &pSwapChain);
CHECK_CALL( hr, "GetSwapChain", pDevice, ++refcount);
if (pSwapChain)
{
CHECK_REFCOUNT( pSwapChain, 1);
hr = IDirect3DDevice9_GetRenderTarget(pDevice, 0, &pRenderTarget);
CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount);
CHECK_REFCOUNT( pSwapChain, 1);
if(pRenderTarget)
{
CHECK_SURFACE_CONTAINER( pRenderTarget, IID_IDirect3DSwapChain9, pSwapChain);
CHECK_REFCOUNT( pRenderTarget, 1);
CHECK_ADDREF_REFCOUNT(pRenderTarget, 2);
CHECK_REFCOUNT(pDevice, refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 1);
CHECK_REFCOUNT(pDevice, refcount);
hr = IDirect3DDevice9_GetRenderTarget(pDevice, 0, &pRenderTarget);
CHECK_CALL( hr, "GetRenderTarget", pDevice, refcount);
CHECK_REFCOUNT( pRenderTarget, 2);
CHECK_RELEASE_REFCOUNT( pRenderTarget, 1);
CHECK_RELEASE_REFCOUNT( pRenderTarget, 0);
CHECK_REFCOUNT( pDevice, --refcount);
/* The render target is released with the device, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pRenderTarget, 1);
CHECK_REFCOUNT(pDevice, ++refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
CHECK_REFCOUNT(pDevice, --refcount);
}
/* Render target and back buffer are identical. */
hr = IDirect3DDevice9_GetBackBuffer(pDevice, 0, 0, 0, &pBackBuffer);
CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
if(pBackBuffer)
{
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
ok(pRenderTarget == pBackBuffer, "RenderTarget=%p and BackBuffer=%p should be the same.\n",
pRenderTarget, pBackBuffer);
pBackBuffer = NULL;
}
CHECK_REFCOUNT( pDevice, --refcount);
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &pStencilSurface);
CHECK_CALL( hr, "GetDepthStencilSurface", pDevice, ++refcount);
CHECK_REFCOUNT( pSwapChain, 1);
if(pStencilSurface)
{
CHECK_SURFACE_CONTAINER( pStencilSurface, IID_IDirect3DDevice9, pDevice);
CHECK_REFCOUNT( pStencilSurface, 1);
CHECK_ADDREF_REFCOUNT(pStencilSurface, 2);
CHECK_REFCOUNT(pDevice, refcount);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 1);
CHECK_REFCOUNT(pDevice, refcount);
CHECK_RELEASE_REFCOUNT( pStencilSurface, 0);
CHECK_REFCOUNT( pDevice, --refcount);
/* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pStencilSurface, 1);
CHECK_REFCOUNT(pDevice, ++refcount);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
CHECK_REFCOUNT(pDevice, --refcount);
pStencilSurface = NULL;
}
CHECK_RELEASE_REFCOUNT( pSwapChain, 0);
CHECK_REFCOUNT( pDevice, --refcount);
/* The implicit swapchwin is released with the device, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pSwapChain, 1);
CHECK_REFCOUNT(pDevice, ++refcount);
CHECK_RELEASE_REFCOUNT(pSwapChain, 0);
CHECK_REFCOUNT(pDevice, --refcount);
pSwapChain = NULL;
}
/* Buffers */
hr = IDirect3DDevice9_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer, NULL );
CHECK_CALL( hr, "CreateIndexBuffer", pDevice, ++refcount );
if(pIndexBuffer)
{
tmp = get_refcount( (IUnknown *)pIndexBuffer );
hr = IDirect3DDevice9_SetIndices(pDevice, pIndexBuffer);
CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
hr = IDirect3DDevice9_SetIndices(pDevice, NULL);
CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
}
hr = IDirect3DDevice9_CreateVertexBuffer( pDevice, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer, NULL );
CHECK_CALL( hr, "CreateVertexBuffer", pDevice, ++refcount );
if(pVertexBuffer)
{
IDirect3DVertexBuffer9 *pVBuf = (void*)~0;
UINT offset = ~0;
UINT stride = ~0;
tmp = get_refcount( (IUnknown *)pVertexBuffer );
hr = IDirect3DDevice9_SetStreamSource(pDevice, 0, pVertexBuffer, 0, 3 * sizeof(float));
CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
hr = IDirect3DDevice9_SetStreamSource(pDevice, 0, NULL, 0, 0);
CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
hr = IDirect3DDevice9_GetStreamSource(pDevice, 0, &pVBuf, &offset, &stride);
ok(SUCCEEDED(hr), "GetStreamSource did not succeed with NULL stream!\n");
ok(pVBuf==NULL, "pVBuf not NULL (%p)!\n", pVBuf);
ok(stride==3*sizeof(float), "stride not 3 floats (got %u)!\n", stride);
ok(offset==0, "offset not 0 (got %u)!\n", offset);
}
/* Shaders */
hr = IDirect3DDevice9_CreateVertexDeclaration( pDevice, decl, &pVertexDeclaration );
CHECK_CALL( hr, "CreateVertexDeclaration", pDevice, ++refcount );
hr = IDirect3DDevice9_CreateVertexShader( pDevice, simple_vs, &pVertexShader );
CHECK_CALL( hr, "CreateVertexShader", pDevice, ++refcount );
hr = IDirect3DDevice9_CreatePixelShader( pDevice, simple_ps, &pPixelShader );
CHECK_CALL( hr, "CreatePixelShader", pDevice, ++refcount );
/* Textures */
hr = IDirect3DDevice9_CreateTexture( pDevice, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture, NULL );
CHECK_CALL( hr, "CreateTexture", pDevice, ++refcount );
if (pTexture)
{
tmp = get_refcount( (IUnknown *)pTexture );
/* SetTexture should not increase refcounts */
hr = IDirect3DDevice9_SetTexture(pDevice, 0, (IDirect3DBaseTexture9 *) pTexture);
CHECK_CALL( hr, "SetTexture", pTexture, tmp);
hr = IDirect3DDevice9_SetTexture(pDevice, 0, NULL);
CHECK_CALL( hr, "SetTexture", pTexture, tmp);
/* This should not increment device refcount */
hr = IDirect3DTexture9_GetSurfaceLevel( pTexture, 1, &pTextureLevel );
CHECK_CALL( hr, "GetSurfaceLevel", pDevice, refcount );
/* But should increment texture's refcount */
CHECK_REFCOUNT( pTexture, tmp+1 );
/* Because the texture and surface refcount are identical */
if (pTextureLevel)
{
CHECK_REFCOUNT ( pTextureLevel, tmp+1 );
CHECK_ADDREF_REFCOUNT ( pTextureLevel, tmp+2 );
CHECK_REFCOUNT ( pTexture , tmp+2 );
CHECK_RELEASE_REFCOUNT( pTextureLevel, tmp+1 );
CHECK_REFCOUNT ( pTexture , tmp+1 );
CHECK_RELEASE_REFCOUNT( pTexture , tmp );
CHECK_REFCOUNT ( pTextureLevel, tmp );
}
}
hr = IDirect3DDevice9_CreateCubeTexture( pDevice, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture, NULL );
CHECK_CALL( hr, "CreateCubeTexture", pDevice, ++refcount );
hr = IDirect3DDevice9_CreateVolumeTexture( pDevice, 32, 32, 2, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture, NULL );
CHECK_CALL( hr, "CreateVolumeTexture", pDevice, ++refcount );
if (pVolumeTexture)
{
tmp = get_refcount( (IUnknown *)pVolumeTexture );
/* This should not increment device refcount */
hr = IDirect3DVolumeTexture9_GetVolumeLevel(pVolumeTexture, 0, &pVolumeLevel);
CHECK_CALL( hr, "GetVolumeLevel", pDevice, refcount );
/* But should increment volume texture's refcount */
CHECK_REFCOUNT( pVolumeTexture, tmp+1 );
/* Because the volume texture and volume refcount are identical */
if (pVolumeLevel)
{
CHECK_REFCOUNT ( pVolumeLevel , tmp+1 );
CHECK_ADDREF_REFCOUNT ( pVolumeLevel , tmp+2 );
CHECK_REFCOUNT ( pVolumeTexture, tmp+2 );
CHECK_RELEASE_REFCOUNT( pVolumeLevel , tmp+1 );
CHECK_REFCOUNT ( pVolumeTexture, tmp+1 );
CHECK_RELEASE_REFCOUNT( pVolumeTexture, tmp );
CHECK_REFCOUNT ( pVolumeLevel , tmp );
}
}
/* Surfaces */
hr = IDirect3DDevice9_CreateDepthStencilSurface( pDevice, 32, 32, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, TRUE, &pStencilSurface, NULL );
CHECK_CALL( hr, "CreateDepthStencilSurface", pDevice, ++refcount );
CHECK_REFCOUNT( pStencilSurface, 1 );
hr = IDirect3DDevice9_CreateOffscreenPlainSurface( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pOffscreenSurface, NULL );
CHECK_CALL( hr, "CreateOffscreenPlainSurface", pDevice, ++refcount );
CHECK_REFCOUNT( pOffscreenSurface, 1 );
hr = IDirect3DDevice9_CreateRenderTarget( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &pRenderTarget3, NULL );
CHECK_CALL( hr, "CreateRenderTarget", pDevice, ++refcount );
CHECK_REFCOUNT( pRenderTarget3, 1 );
/* Misc */
hr = IDirect3DDevice9_CreateStateBlock( pDevice, D3DSBT_ALL, &pStateBlock );
CHECK_CALL( hr, "CreateStateBlock", pDevice, ++refcount );
hr = IDirect3DDevice9_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain );
CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, ++refcount );
if(pSwapChain)
{
/* check implicit back buffer */
hr = IDirect3DSwapChain9_GetBackBuffer(pSwapChain, 0, 0, &pBackBuffer);
CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
CHECK_REFCOUNT( pSwapChain, 1);
if(pBackBuffer)
{
CHECK_SURFACE_CONTAINER( pBackBuffer, IID_IDirect3DSwapChain9, pSwapChain);
CHECK_REFCOUNT( pBackBuffer, 1);
CHECK_RELEASE_REFCOUNT( pBackBuffer, 0);
CHECK_REFCOUNT( pDevice, --refcount);
/* The back buffer is released with the swapchain, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pBackBuffer, 1);
CHECK_REFCOUNT(pDevice, ++refcount);
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
CHECK_REFCOUNT(pDevice, --refcount);
pBackBuffer = NULL;
}
CHECK_REFCOUNT( pSwapChain, 1);
}
hr = IDirect3DDevice9_CreateQuery( pDevice, D3DQUERYTYPE_EVENT, &pQuery );
CHECK_CALL( hr, "CreateQuery", pDevice, ++refcount );
hr = IDirect3DDevice9_BeginStateBlock( pDevice );
CHECK_CALL( hr, "BeginStateBlock", pDevice, refcount );
hr = IDirect3DDevice9_EndStateBlock( pDevice, &pStateBlock1 );
CHECK_CALL( hr, "EndStateBlock", pDevice, ++refcount );
/* The implicit render target is not freed if refcount reaches 0.
* Otherwise GetRenderTarget would re-allocate it and the pointer would change.*/
hr = IDirect3DDevice9_GetRenderTarget(pDevice, 0, &pRenderTarget2);
CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount);
if(pRenderTarget2)
{
CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
ok(pRenderTarget == pRenderTarget2, "RenderTarget=%p and RenderTarget2=%p should be the same.\n",
pRenderTarget, pRenderTarget2);
CHECK_REFCOUNT( pDevice, --refcount);
pRenderTarget2 = NULL;
}
pRenderTarget = NULL;
cleanup:
CHECK_RELEASE(pDevice, pDevice, --refcount);
/* Buffers */
CHECK_RELEASE(pVertexBuffer, pDevice, --refcount);
CHECK_RELEASE(pIndexBuffer, pDevice, --refcount);
/* Shaders */
CHECK_RELEASE(pVertexDeclaration, pDevice, --refcount);
CHECK_RELEASE(pVertexShader, pDevice, --refcount);
CHECK_RELEASE(pPixelShader, pDevice, --refcount);
/* Textures */
CHECK_RELEASE(pTextureLevel, pDevice, --refcount);
CHECK_RELEASE(pCubeTexture, pDevice, --refcount);
CHECK_RELEASE(pVolumeTexture, pDevice, --refcount);
/* Surfaces */
CHECK_RELEASE(pStencilSurface, pDevice, --refcount);
CHECK_RELEASE(pOffscreenSurface, pDevice, --refcount);
CHECK_RELEASE(pRenderTarget3, pDevice, --refcount);
/* Misc */
CHECK_RELEASE(pStateBlock, pDevice, --refcount);
CHECK_RELEASE(pSwapChain, pDevice, --refcount);
CHECK_RELEASE(pQuery, pDevice, --refcount);
/* This will destroy device - cannot check the refcount here */
if (pStateBlock1) CHECK_RELEASE_REFCOUNT( pStateBlock1, 0);
if (pD3d) CHECK_RELEASE_REFCOUNT( pD3d, 0);
DestroyWindow( hwnd );
}
static void test_cursor(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
CURSORINFO info;
IDirect3DSurface9 *cursor = NULL;
HCURSOR cur;
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(GetCursorInfo(&info), "GetCursorInfo failed\n");
cur = info.hCursor;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == S_OK || hr == D3DERR_NOTAVAILABLE,
"Failed to create IDirect3D9Device (%08x)\n", hr);
if (FAILED(hr)) goto cleanup;
IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &cursor, 0);
ok(cursor != NULL, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
/* Initially hidden */
hr = IDirect3DDevice9_ShowCursor(pDevice, TRUE);
ok(hr == FALSE, "IDirect3DDevice9_ShowCursor returned %08x\n", hr);
/* Not enabled without a surface*/
hr = IDirect3DDevice9_ShowCursor(pDevice, TRUE);
ok(hr == FALSE, "IDirect3DDevice9_ShowCursor returned %08x\n", hr);
/* Fails */
hr = IDirect3DDevice9_SetCursorProperties(pDevice, 0, 0, NULL);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetCursorProperties returned %08x\n", hr);
hr = IDirect3DDevice9_SetCursorProperties(pDevice, 0, 0, cursor);
ok(hr == D3D_OK, "IDirect3DDevice9_SetCursorProperties returned %08x\n", hr);
IDirect3DSurface9_Release(cursor);
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(GetCursorInfo(&info), "GetCursorInfo failed\n");
ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
/* Still hidden */
hr = IDirect3DDevice9_ShowCursor(pDevice, TRUE);
ok(hr == FALSE, "IDirect3DDevice9_ShowCursor returned %08x\n", hr);
/* Enabled now*/
hr = IDirect3DDevice9_ShowCursor(pDevice, TRUE);
ok(hr == TRUE, "IDirect3DDevice9_ShowCursor returned %08x\n", hr);
/* GDI cursor unchanged */
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(GetCursorInfo(&info), "GetCursorInfo failed\n");
ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
cleanup:
if(pDevice) IDirect3D9_Release(pDevice);
if(pD3d) IDirect3D9_Release(pD3d);
DestroyWindow( hwnd );
}
static void test_reset(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm, d3ddm2;
D3DVIEWPORT9 vp;
DWORD width, orig_width = GetSystemMetrics(SM_CXSCREEN);
DWORD height, orig_height = GetSystemMetrics(SM_CYSCREEN);
IDirect3DSwapChain9 *pSwapchain;
IDirect3DSurface9 *surface;
IDirect3DTexture9 *texture;
IDirect3DVertexShader9 *shader;
UINT i, adapter_mode_count;
D3DLOCKED_RECT lockrect;
struct
{
UINT w;
UINT h;
} *modes = NULL;
UINT mode_count = 0;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
adapter_mode_count = IDirect3D9_GetAdapterModeCount(pD3d, D3DADAPTER_DEFAULT, d3ddm.Format);
modes = HeapAlloc(GetProcessHeap(), 0, sizeof(*modes) * adapter_mode_count);
for(i = 0; i < adapter_mode_count; ++i)
{
int j;
ZeroMemory( &d3ddm2, sizeof(d3ddm2) );
hr = IDirect3D9_EnumAdapterModes(pD3d, D3DADAPTER_DEFAULT, d3ddm.Format, i, &d3ddm2);
ok(hr == D3D_OK, "IDirect3D9_EnumAdapterModes returned %#x\n", hr);
for (j = 0; j < mode_count; ++j)
{
if (modes[j].w == d3ddm2.Width && modes[j].h == d3ddm2.Height)
break;
}
if (j == mode_count)
{
modes[j].w = d3ddm2.Width;
modes[j].h = d3ddm2.Height;
++mode_count;
}
/* We use them as invalid modes */
if((d3ddm2.Width == 801 && d3ddm2.Height == 600) ||
(d3ddm2.Width == 32 && d3ddm2.Height == 32)) {
skip("This system supports a screen resolution of %dx%d, not running mode tests\n",
d3ddm2.Width, d3ddm2.Height);
goto cleanup;
}
}
if (mode_count < 2)
{
skip("Less than 2 modes supported, skipping mode tests\n");
goto cleanup;
}
i = 0;
if (modes[i].w == orig_width && modes[i].h == orig_height) ++i;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = FALSE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = modes[i].w;
d3dpp.BackBufferHeight = modes[i].h;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
if(FAILED(hr))
{
skip("could not create device, IDirect3D9_CreateDevice returned %#x\n", hr);
goto cleanup;
}
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after creation returned %#x\n", hr);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == modes[i].w, "Screen width is %u, expected %u\n", width, modes[i].w);
ok(height == modes[i].h, "Screen height is %u, expected %u\n", height, modes[i].h);
hr = IDirect3DDevice9_GetViewport(pDevice, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
ok(vp.X == 0, "D3DVIEWPORT->X = %d\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %d\n", vp.Y);
ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u\n", vp.Width, modes[i].w);
ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u\n", vp.Height, modes[i].h);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %f\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %f\n", vp.MaxZ);
}
i = 1;
vp.X = 10;
vp.Y = 20;
vp.MinZ = 2;
vp.MaxZ = 3;
hr = IDirect3DDevice9_SetViewport(pDevice, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = modes[i].w;
d3dpp.BackBufferHeight = modes[i].h;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
ZeroMemory(&vp, sizeof(vp));
hr = IDirect3DDevice9_GetViewport(pDevice, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
ok(vp.X == 0, "D3DVIEWPORT->X = %d\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %d\n", vp.Y);
ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u\n", vp.Width, modes[i].w);
ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u\n", vp.Height, modes[i].h);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %f\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %f\n", vp.MaxZ);
}
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == modes[i].w, "Screen width is %u, expected %u\n", width, modes[i].w);
ok(height == modes[i].h, "Screen height is %u, expected %u\n", height, modes[i].h);
hr = IDirect3DDevice9_GetSwapChain(pDevice, 0, &pSwapchain);
ok(hr == D3D_OK, "IDirect3DDevice9_GetSwapChain returned %08x\n", hr);
if(SUCCEEDED(hr))
{
ZeroMemory(&d3dpp, sizeof(d3dpp));
hr = IDirect3DSwapChain9_GetPresentParameters(pSwapchain, &d3dpp);
ok(hr == D3D_OK, "IDirect3DSwapChain9_GetPresentParameters returned %08x\n", hr);
if(SUCCEEDED(hr))
{
ok(d3dpp.BackBufferWidth == modes[i].w, "Back buffer width is %u, expected %u\n",
d3dpp.BackBufferWidth, modes[i].w);
ok(d3dpp.BackBufferHeight == modes[i].h, "Back buffer height is %u, expected %u\n",
d3dpp.BackBufferHeight, modes[i].h);
}
IDirect3DSwapChain9_Release(pSwapchain);
}
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.BackBufferWidth = 400;
d3dpp.BackBufferHeight = 300;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == orig_width, "Screen width is %d\n", width);
ok(height == orig_height, "Screen height is %d\n", height);
ZeroMemory(&vp, sizeof(vp));
hr = IDirect3DDevice9_GetViewport(pDevice, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
ok(vp.X == 0, "D3DVIEWPORT->X = %d\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %d\n", vp.Y);
ok(vp.Width == 400, "D3DVIEWPORT->Width = %d\n", vp.Width);
ok(vp.Height == 300, "D3DVIEWPORT->Height = %d\n", vp.Height);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %f\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %f\n", vp.MaxZ);
}
hr = IDirect3DDevice9_GetSwapChain(pDevice, 0, &pSwapchain);
ok(hr == D3D_OK, "IDirect3DDevice9_GetSwapChain returned %08x\n", hr);
if(SUCCEEDED(hr))
{
ZeroMemory(&d3dpp, sizeof(d3dpp));
hr = IDirect3DSwapChain9_GetPresentParameters(pSwapchain, &d3dpp);
ok(hr == D3D_OK, "IDirect3DSwapChain9_GetPresentParameters returned %08x\n", hr);
if(SUCCEEDED(hr))
{
ok(d3dpp.BackBufferWidth == 400, "Back buffer width is %d\n", d3dpp.BackBufferWidth);
ok(d3dpp.BackBufferHeight == 300, "Back buffer height is %d\n", d3dpp.BackBufferHeight);
}
IDirect3DSwapChain9_Release(pSwapchain);
}
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.BackBufferWidth = 400;
d3dpp.BackBufferHeight = 300;
/* _Reset fails if there is a resource in the default pool */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 16, 16, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3DERR_DEVICENOTRESET, "IDirect3DDevice9_TestCooperativeLevel after a failed reset returned %#x\n", hr);
IDirect3DSurface9_Release(surface);
/* Reset again to get the device out of the lost state */
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
/* Scratch, sysmem and managed pools are fine */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 16, 16, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 16, 16, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
IDirect3DSurface9_Release(surface);
/* The depth stencil should get reset to the auto depth stencil when present. */
hr = IDirect3DDevice9_SetDepthStencilSurface(pDevice, NULL);
ok(hr == D3D_OK, "SetDepthStencilSurface failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &surface);
ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
ok(surface == NULL, "Depth stencil should be NULL\n");
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &surface);
ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr);
ok(surface != NULL, "Depth stencil should not be NULL\n");
if (surface) IDirect3DSurface9_Release(surface);
d3dpp.EnableAutoDepthStencil = FALSE;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &surface);
ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
ok(surface == NULL, "Depth stencil should be NULL\n");
/* Will a sysmem or scratch survive while locked */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 16, 16, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned %08x\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &lockrect, NULL, D3DLOCK_DISCARD);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 16, 16, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface returned %08x\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &lockrect, NULL, D3DLOCK_DISCARD);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_CreateTexture(pDevice, 16, 16, 0, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
IDirect3DTexture9_Release(texture);
/* A reference held to an implicit surface causes failures as well */
hr = IDirect3DDevice9_GetBackBuffer(pDevice, 0, 0, D3DBACKBUFFER_TYPE_MONO, &surface);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3DERR_DEVICENOTRESET, "IDirect3DDevice9_TestCooperativeLevel after a failed reset returned %#x\n", hr);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
/* Shaders are fine as well */
hr = IDirect3DDevice9_CreateVertexShader(pDevice, simple_vs, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
IDirect3DVertexShader9_Release(shader);
/* Try setting invalid modes */
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 32;
d3dpp.BackBufferHeight = 32;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Reset to w=32, h=32, windowed=FALSE failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3DERR_DEVICENOTRESET, "IDirect3DDevice9_TestCooperativeLevel after a failed reset returned %#x\n", hr);
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 801;
d3dpp.BackBufferHeight = 600;
hr = IDirect3DDevice9_Reset(pDevice, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Reset to w=801, h=600, windowed=FALSE failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(pDevice);
ok(hr == D3DERR_DEVICENOTRESET, "IDirect3DDevice9_TestCooperativeLevel after a failed reset returned %#x\n", hr);
cleanup:
HeapFree(GetProcessHeap(), 0, modes);
if(pD3d) IDirect3D9_Release(pD3d);
if(pDevice) IDirect3D9_Release(pDevice);
}
/* Test adapter display modes */
static void test_display_modes(void)
{
D3DDISPLAYMODE dmode;
IDirect3D9 *pD3d;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
if(!pD3d) return;
#define TEST_FMT(x,r) do { \
HRESULT res = IDirect3D9_EnumAdapterModes(pD3d, 0, (x), 0, &dmode); \
ok(res==(r), "EnumAdapterModes("#x") did not return "#r" (got %08x)!\n", res); \
} while(0)
TEST_FMT(D3DFMT_R8G8B8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A8R8G8B8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_X8B8G8R8, D3DERR_INVALIDCALL);
/* D3DFMT_R5G6B5 */
TEST_FMT(D3DFMT_X1R5G5B5, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A1R5G5B5, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A4R4G4B4, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_R3G3B2, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A8R3G3B2, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_X4R4G4B4, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A2B10G10R10, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A8B8G8R8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_X8B8G8R8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_G16R16, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A2R10G10B10, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A16B16G16R16, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A8P8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_P8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_L8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A8L8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A4L4, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_V8U8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_L6V5U5, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_X8L8V8U8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_Q8W8V8U8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_V16U16, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A2W10V10U10, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_UYVY, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_YUY2, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_DXT1, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_DXT2, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_DXT3, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_DXT4, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_DXT5, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_MULTI2_ARGB8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_G8R8_G8B8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_R8G8_B8G8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D16_LOCKABLE, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D32, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D15S1, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D24S8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D24X8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D24X4S4, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D16, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_L16, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D32F_LOCKABLE, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D24FS8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_VERTEXDATA, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_INDEX16, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_INDEX32, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_Q16W16V16U16, D3DERR_INVALIDCALL);
/* Floating point formats */
TEST_FMT(D3DFMT_R16F, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_G16R16F, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A16B16G16R16F, D3DERR_INVALIDCALL);
/* IEEE formats */
TEST_FMT(D3DFMT_R32F, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_G32R32F, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_A32B32G32R32F, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_CxV8U8, D3DERR_INVALIDCALL);
TEST_FMT(0, D3DERR_INVALIDCALL);
IDirect3D9_Release(pD3d);
}
static void test_scene(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
IDirect3DSurface9 *pSurface1 = NULL, *pSurface2 = NULL, *pSurface3 = NULL, *pRenderTarget = NULL;
IDirect3DSurface9 *pBackBuffer = NULL, *pDepthStencil = NULL;
RECT rect = {0, 0, 128, 128};
D3DCAPS9 caps;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!pDevice)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
/* Get the caps, they will be needed to tell if an operation is supposed to be valid */
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(pDevice, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed with %08x\n", hr);
if(FAILED(hr)) goto cleanup;
/* Test an EndScene without beginscene. Should return an error */
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_EndScene returned %08x\n", hr);
/* Test a normal BeginScene / EndScene pair, this should work */
hr = IDirect3DDevice9_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
/* Test another EndScene without having begun a new scene. Should return an error */
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_EndScene returned %08x\n", hr);
/* Two nested BeginScene and EndScene calls */
hr = IDirect3DDevice9_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_EndScene returned %08x\n", hr);
/* Create some surfaces to test stretchrect between the scenes */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 128, 128, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pSurface1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(pDevice, 128, 128, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pSurface2, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateDepthStencilSurface(pDevice, 800, 600, D3DFMT_D16, D3DMULTISAMPLE_NONE, 0, FALSE, &pSurface3, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateDepthStencilSurface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(pDevice, 128, 128, d3ddm.Format, D3DMULTISAMPLE_NONE, 0, FALSE, &pRenderTarget, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(pDevice, 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &pDepthStencil);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr);
/* First make sure a simple StretchRect call works */
if(pSurface1 && pSurface2) {
hr = IDirect3DDevice9_StretchRect(pDevice, pSurface1, NULL, pSurface2, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
if(pBackBuffer && pRenderTarget) {
hr = IDirect3DDevice9_StretchRect(pDevice, pBackBuffer, &rect, pRenderTarget, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
if(pDepthStencil && pSurface3) {
HRESULT expected;
if(0) /* Disabled for now because it crashes in wine */ {
expected = caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES ? D3D_OK : D3DERR_INVALIDCALL;
hr = IDirect3DDevice9_StretchRect(pDevice, pDepthStencil, NULL, pSurface3, NULL, 0);
ok( hr == expected, "IDirect3DDevice9_StretchRect returned %08x, expected %08x\n", hr, expected);
}
}
/* Now try it in a BeginScene - EndScene pair. Seems to be allowed in a beginScene - Endscene pair
* width normal surfaces, render targets and depth stencil surfaces.
*/
hr = IDirect3DDevice9_BeginScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(pSurface1 && pSurface2)
{
hr = IDirect3DDevice9_StretchRect(pDevice, pSurface1, NULL, pSurface2, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
if(pBackBuffer && pRenderTarget)
{
hr = IDirect3DDevice9_StretchRect(pDevice, pBackBuffer, &rect, pRenderTarget, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
if(pDepthStencil && pSurface3)
{
/* This is supposed to fail inside a BeginScene - EndScene pair. */
hr = IDirect3DDevice9_StretchRect(pDevice, pDepthStencil, NULL, pSurface3, NULL, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect returned %08x, expected D3DERR_INVALIDCALL\n", hr);
}
hr = IDirect3DDevice9_EndScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
/* Does a SetRenderTarget influence BeginScene / EndScene ?
* Set a new render target, then see if it started a new scene. Flip the rt back and see if that maybe
* ended the scene. Expected result is that the scene is not affected by SetRenderTarget
*/
hr = IDirect3DDevice9_SetRenderTarget(pDevice, 0, pRenderTarget);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(pDevice, 0, pBackBuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(pDevice);
ok( hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
cleanup:
if(pRenderTarget) IDirect3DSurface9_Release(pRenderTarget);
if(pDepthStencil) IDirect3DSurface9_Release(pDepthStencil);
if(pBackBuffer) IDirect3DSurface9_Release(pBackBuffer);
if(pSurface1) IDirect3DSurface9_Release(pSurface1);
if(pSurface2) IDirect3DSurface9_Release(pSurface2);
if(pSurface3) IDirect3DSurface9_Release(pSurface3);
if(pD3d) IDirect3D9_Release(pD3d);
if(pDevice) IDirect3D9_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
static void test_limits(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
IDirect3DTexture9 *pTexture = NULL;
int i;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!pDevice)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
hr = IDirect3DDevice9_CreateTexture(pDevice, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pTexture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
if(!pTexture) goto cleanup;
/* There are 16 pixel samplers. We should be able to access all of them */
for(i = 0; i < 16; i++) {
hr = IDirect3DDevice9_SetTexture(pDevice, i, (IDirect3DBaseTexture9 *) pTexture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture for sampler %d failed with %08x\n", i, hr);
hr = IDirect3DDevice9_SetTexture(pDevice, i, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture for sampler %d failed with %08x\n", i, hr);
hr = IDirect3DDevice9_SetSamplerState(pDevice, i, D3DSAMP_SRGBTEXTURE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState for sampler %d failed with %08x\n", i, hr);
}
/* Now test all 8 textures stage states */
for(i = 0; i < 8; i++) {
hr = IDirect3DDevice9_SetTextureStageState(pDevice, i, D3DTSS_COLOROP, D3DTOP_ADD);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState for texture %d failed with %08x\n", i, hr);
}
/* Investigations show that accessing higher samplers / textures stage states does not return an error either. Writing
* to too high samplers(approximately sampler 40) causes memory corruption in windows, so there is no bounds checking
* but how do I test that?
*/
cleanup:
if(pTexture) IDirect3DTexture9_Release(pTexture);
if(pD3d) IDirect3D9_Release(pD3d);
if(pDevice) IDirect3D9_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
static void test_depthstenciltest(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D9 *pD3d = NULL;
IDirect3DDevice9 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
IDirect3DSurface9 *pDepthStencil = NULL;
IDirect3DSurface9 *pDepthStencil2 = NULL;
D3DZBUFFERTYPE state;
pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!pDevice)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &pDepthStencil);
ok(hr == D3D_OK && pDepthStencil != NULL, "IDirect3DDevice9_GetDepthStencilSurface failed with %08x\n", hr);
/* Try to clear */
hr = IDirect3DDevice9_Clear(pDevice, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 1.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(pDevice, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetDepthStencilSurface failed with %08x\n", hr);
/* Check if the set buffer is returned on a get. WineD3D had a bug with that once, prevent it from coming back */
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &pDepthStencil2);
ok(hr == D3DERR_NOTFOUND && pDepthStencil2 == NULL, "IDirect3DDevice9_GetDepthStencilSurface failed with %08x\n", hr);
if(pDepthStencil2) IDirect3DSurface9_Release(pDepthStencil2);
/* This left the render states untouched! */
hr = IDirect3DDevice9_GetRenderState(pDevice, D3DRS_ZENABLE, &state);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
ok(state == D3DZB_TRUE, "D3DRS_ZENABLE is %s\n", state == D3DZB_FALSE ? "D3DZB_FALSE" : (state == D3DZB_TRUE ? "D3DZB_TRUE" : "D3DZB_USEW"));
hr = IDirect3DDevice9_GetRenderState(pDevice, D3DRS_ZWRITEENABLE, &state);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
ok(state == TRUE, "D3DRS_ZWRITEENABLE is %s\n", state ? "TRUE" : "FALSE");
hr = IDirect3DDevice9_GetRenderState(pDevice, D3DRS_STENCILENABLE, &state);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
ok(state == FALSE, "D3DRS_STENCILENABLE is %s\n", state ? "TRUE" : "FALSE");
hr = IDirect3DDevice9_GetRenderState(pDevice, D3DRS_STENCILWRITEMASK, &state);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
ok(state == 0xffffffff, "D3DRS_STENCILWRITEMASK is 0x%08x\n", state);
/* This is supposed to fail now */
hr = IDirect3DDevice9_Clear(pDevice, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 1.0, 0);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(pDevice, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(pDevice, pDepthStencil);
ok(hr == D3D_OK, "IDirect3DDevice9_SetDepthStencilSurface failed with %08x\n", hr);
hr = IDirect3DDevice9_GetRenderState(pDevice, D3DRS_ZENABLE, &state);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
ok(state == D3DZB_FALSE, "D3DRS_ZENABLE is %s\n", state == D3DZB_FALSE ? "D3DZB_FALSE" : (state == D3DZB_TRUE ? "D3DZB_TRUE" : "D3DZB_USEW"));
/* Now it works again */
hr = IDirect3DDevice9_Clear(pDevice, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 1.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
if(pDepthStencil) IDirect3DSurface9_Release(pDepthStencil);
if(pDevice) IDirect3D9_Release(pDevice);
/* Now see if autodepthstencil disable is honored. First, without a format set */
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = FALSE;
d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!pDevice)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
pDepthStencil = NULL;
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &pDepthStencil);
ok(hr == D3DERR_NOTFOUND && pDepthStencil == NULL, "IDirect3DDevice9_GetDepthStencilSurface returned %08x, surface = %p\n", hr, pDepthStencil);
if(pDepthStencil) {
IDirect3DSurface9_Release(pDepthStencil);
pDepthStencil = NULL;
}
/* Check the depth test state */
hr = IDirect3DDevice9_GetRenderState(pDevice, D3DRS_ZENABLE, &state);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
ok(state == D3DZB_FALSE, "D3DRS_ZENABLE is %s\n", state == D3DZB_FALSE ? "D3DZB_FALSE" : (state == D3DZB_TRUE ? "D3DZB_TRUE" : "D3DZB_USEW"));
if(pDevice) IDirect3D9_Release(pDevice);
/* Next, try EnableAutoDepthStencil FALSE with a depth stencil format set */
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = FALSE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!pDevice)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
pDepthStencil = NULL;
hr = IDirect3DDevice9_GetDepthStencilSurface(pDevice, &pDepthStencil);
ok(hr == D3DERR_NOTFOUND && pDepthStencil == NULL, "IDirect3DDevice9_GetDepthStencilSurface returned %08x, surface = %p\n", hr, pDepthStencil);
if(pDepthStencil) {
IDirect3DSurface9_Release(pDepthStencil);
pDepthStencil = NULL;
}
hr = IDirect3DDevice9_GetRenderState(pDevice, D3DRS_ZENABLE, &state);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
ok(state == D3DZB_FALSE, "D3DRS_ZENABLE is %s\n", state == D3DZB_FALSE ? "D3DZB_FALSE" : (state == D3DZB_TRUE ? "D3DZB_TRUE" : "D3DZB_USEW"));
cleanup:
if(pDepthStencil) IDirect3DSurface9_Release(pDepthStencil);
if(pD3d) IDirect3D9_Release(pD3d);
if(pDevice) IDirect3D9_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
/* Test what happens when IDirect3DDevice9_DrawIndexedPrimitive is called without a valid index buffer set. */
static void test_draw_indexed(void)
{
static const struct {
float position[3];
DWORD color;
} 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},
};
WORD indices[] = {0, 1, 2, 3, 0, 2};
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;
IDirect3DVertexBuffer9 *vertex_buffer = NULL;
IDirect3DIndexBuffer9 *index_buffer = NULL;
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice9 *device = NULL;
IDirect3D9 *d3d9;
HRESULT hr;
HWND hwnd;
void *ptr;
hwnd = CreateWindow("static", "d3d9_test",
0, 0, 0, 10, 10, 0, 0, 0, 0);
if (!hwnd)
{
skip("Failed to create window\n");
return;
}
d3d9 = pDirect3DCreate9(D3D_SDK_VERSION);
if (!d3d9)
{
skip("Failed to create IDirect3D9 object\n");
goto cleanup;
}
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = hwnd;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
if (FAILED(hr) || !device)
{
skip("Failed to create device\n");
goto cleanup;
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_DEFAULT, &vertex_buffer, NULL);
ok(SUCCEEDED(hr), "CreateVertexBuffer failed (0x%08x)\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vertex_buffer, 0, 0, &ptr, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Lock failed (0x%08x)\n", hr);
memcpy(ptr, quad, sizeof(quad));
hr = IDirect3DVertexBuffer9_Unlock(vertex_buffer);
ok(SUCCEEDED(hr), "Unlock failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vertex_buffer, 0, sizeof(*quad));
ok(SUCCEEDED(hr), "SetStreamSource failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &index_buffer, NULL);
ok(SUCCEEDED(hr), "CreateIndexBuffer failed (0x%08x)\n", hr);
hr = IDirect3DIndexBuffer9_Lock(index_buffer, 0, 0, &ptr, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Lock failed (0x%08x)\n", hr);
memcpy(ptr, indices, sizeof(indices));
hr = IDirect3DIndexBuffer9_Unlock(index_buffer);
ok(SUCCEEDED(hr), "Unlock failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState D3DRS_LIGHTING failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
/* NULL index buffer. Should fail */
hr = IDirect3DDevice9_SetIndices(device, NULL);
ok(SUCCEEDED(hr), "SetIndices failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0 /* BaseVertexIndex */, 0 /* MinIndex */,
4 /* NumVerts */, 0 /* StartIndex */, 2 /*PrimCount */);
ok(hr == D3DERR_INVALIDCALL, "DrawIndexedPrimitive returned 0x%08x, expected D3DERR_INVALIDCALL (0x%08x)\n",
hr, D3DERR_INVALIDCALL);
/* Valid index buffer, NULL vertex declaration. Should fail */
hr = IDirect3DDevice9_SetIndices(device, index_buffer);
ok(SUCCEEDED(hr), "SetIndices failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0 /* BaseVertexIndex */, 0 /* MinIndex */,
4 /* NumVerts */, 0 /* StartIndex */, 2 /*PrimCount */);
ok(hr == D3DERR_INVALIDCALL, "DrawIndexedPrimitive returned 0x%08x, expected D3DERR_INVALIDCALL (0x%08x)\n",
hr, D3DERR_INVALIDCALL);
/* Valid index buffer and vertex declaration. Should succeed */
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0 /* BaseVertexIndex */, 0 /* MinIndex */,
4 /* NumVerts */, 0 /* StartIndex */, 2 /*PrimCount */);
ok(SUCCEEDED(hr), "DrawIndexedPrimitive 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);
IDirect3DVertexBuffer9_Release(vertex_buffer);
IDirect3DIndexBuffer9_Release(index_buffer);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
cleanup:
if (d3d9) IDirect3D9_Release(d3d9);
if (device) IDirect3DDevice9_Release(device);
if (hwnd) DestroyWindow(hwnd);
}
static void test_null_stream(void)
{
IDirect3DVertexBuffer9 *buffer = NULL;
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice9 *device = NULL;
IDirect3D9 *d3d9;
HWND hwnd;
HRESULT hr;
IDirect3DVertexShader9 *shader = NULL;
IDirect3DVertexDeclaration9 *decl = NULL;
DWORD shader_code[] = {
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* end */
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{1, 0, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
d3d9 = pDirect3DCreate9( D3D_SDK_VERSION );
ok(d3d9 != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!d3d9 || !hwnd) goto cleanup;
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = hwnd;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice( d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!device)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
if(FAILED(hr)) {
skip("No vertex shader support\n");
goto cleanup;
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed (0x%08x)\n", hr);
if (FAILED(hr)) {
skip("Vertex declaration handling not possible.\n");
goto cleanup;
}
hr = IDirect3DDevice9_CreateVertexBuffer(device, 12 * sizeof(float), 0, 0, D3DPOOL_MANAGED, &buffer, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexBuffer failed (0x%08x)\n", hr);
if (FAILED(hr)) {
skip("Vertex buffer handling not possible.\n");
goto cleanup;
}
hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(float) * 3);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetStreamSource failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 1, NULL, 0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetStreamSource failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (0x%08x)\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_POINTLIST, 0, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitive failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed (0x%08x)\n", hr);
}
IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetVertexDeclaration(device, NULL);
cleanup:
if(decl) IDirect3DVertexDeclaration9_Release(decl);
if(shader) IDirect3DVertexShader9_Release(shader);
if(device) IDirect3DDevice9_Release(device);
if(d3d9) IDirect3D9_Release(d3d9);
}
static inline const char *debug_d3dpool(D3DPOOL pool) {
switch(pool) {
case D3DPOOL_DEFAULT: return "D3DPOOL_DEFAULT";
case D3DPOOL_SYSTEMMEM: return "D3DPOOL_SYSTEMMEM";
case D3DPOOL_SCRATCH: return "D3DPOOL_SCRATCH";
case D3DPOOL_MANAGED: return "D3DPOOL_MANAGED";
default:
return "unknown pool";
}
}
static void test_vertex_buffer_alignment(void)
{
IDirect3DVertexBuffer9 *buffer = NULL;
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice9 *device = NULL;
IDirect3D9 *d3d9;
HWND hwnd;
HRESULT hr;
D3DPOOL pools[] = {D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEM, D3DPOOL_SCRATCH, D3DPOOL_MANAGED};
DWORD sizes[] = {1, 4, 16, 17, 32, 33, 64, 65, 1024, 1025, 1048576, 1048577};
unsigned int i, j;
void *data;
d3d9 = pDirect3DCreate9( D3D_SDK_VERSION );
ok(d3d9 != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!d3d9 || !hwnd) goto cleanup;
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = hwnd;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice( d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!device)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
for(i = 0; i < (sizeof(sizes) / sizeof(sizes[0])); i++) {
for(j = 0; j < (sizeof(pools) / sizeof(pools[0])); j++) {
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizes[i], 0, 0, pools[j], &buffer, NULL);
if(pools[j] == D3DPOOL_SCRATCH) {
ok(hr == D3DERR_INVALIDCALL, "Creating a D3DPOOL_SCRATCH buffer returned (0x%08x)\n", hr);
} else {
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexBuffer failed (0x%08x). Pool = %s, size %d\n", hr,
debug_d3dpool(pools[j]), sizes[i]);
}
if(FAILED(hr)) continue;
hr = IDirect3DVertexBuffer9_Lock(buffer, 0, 0, &data, 0);
ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Lock failed (0x%08x)\n", hr);
ok(((DWORD_PTR) data & 31) == 0, "Vertex buffer start address is not 32 byte aligned(size: %d, pool: %s, data: %p)\n",
sizes[i], debug_d3dpool(pools[j]), data);
hr = IDirect3DVertexBuffer9_Unlock(buffer);
ok(SUCCEEDED(hr), "IDirect3DVertexBuffer9_Unlock failed (0x%08x)\n", hr);
if(buffer) IDirect3DVertexBuffer9_Release(buffer);
}
}
cleanup:
if(d3d9) IDirect3D9_Release(d3d9);
}
static void test_lights(void)
{
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice9 *device = NULL;
IDirect3D9 *d3d9;
HWND hwnd;
HRESULT hr;
unsigned int i;
BOOL enabled;
D3DCAPS9 caps;
d3d9 = pDirect3DCreate9( D3D_SDK_VERSION );
ok(d3d9 != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!d3d9 || !hwnd) goto cleanup;
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = hwnd;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice( d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &present_parameters, &device );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL,
"IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!device)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr);
for(i = 1; i <= caps.MaxActiveLights; i++) {
hr = IDirect3DDevice9_LightEnable(device, i, TRUE);
ok(hr == D3D_OK, "Enabling light %u failed with %08x\n", i, hr);
hr = IDirect3DDevice9_GetLightEnable(device, i, &enabled);
ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i, hr);
ok(enabled, "Light %d is %s\n", i, enabled ? "enabled" : "disabled");
}
/* TODO: Test the rendering results in this situation */
hr = IDirect3DDevice9_LightEnable(device, i + 1, TRUE);
ok(hr == D3D_OK, "Enabling one light more than supported returned %08x\n", hr);
hr = IDirect3DDevice9_GetLightEnable(device, i + 1, &enabled);
ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i + 1, hr);
ok(enabled, "Light %d is %s\n", i + 1, enabled ? "enabled" : "disabled");
hr = IDirect3DDevice9_LightEnable(device, i + 1, FALSE);
ok(hr == D3D_OK, "Disabling the additional returned %08x\n", hr);
for(i = 1; i <= caps.MaxActiveLights; i++) {
hr = IDirect3DDevice9_LightEnable(device, i, FALSE);
ok(hr == D3D_OK, "Disabling light %u failed with %08x\n", i, hr);
}
cleanup:
if(device) IDirect3DDevice9_Release(device);
if(d3d9) IDirect3D9_Release(d3d9);
}
static void test_set_stream_source(void)
{
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice9 *device = NULL;
IDirect3D9 *d3d9;
HWND hwnd;
HRESULT hr;
IDirect3DVertexBuffer9 *pVertexBuffer = NULL;
d3d9 = pDirect3DCreate9( D3D_SDK_VERSION );
ok(d3d9 != NULL, "Failed to create IDirect3D9 object\n");
hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!d3d9 || !hwnd) goto cleanup;
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = hwnd;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
hr = IDirect3D9_CreateDevice( d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL,
"IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!device)
{
hr = IDirect3D9_CreateDevice( d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hwnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device );
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D9_CreateDevice failed with %08x\n", hr);
if(!device)
{
skip("Failed to create a d3d device\n");
goto cleanup;
}
}
hr = IDirect3DDevice9_CreateVertexBuffer( device, 512, 0, 0, D3DPOOL_DEFAULT, &pVertexBuffer, NULL );
ok(hr == D3D_OK, "Failed to create a vertex buffer, hr = %08x\n", hr);
if (SUCCEEDED(hr)) {
/* Some cards(Geforce 7400 at least) accept non-aligned offsets, others(radeon 9000 verified) reject it,
* so accept both results. Wine currently rejects this to be able to optimize the vbo conversion, but writes
* a WARN
*/
hr = IDirect3DDevice9_SetStreamSource(device, 0, pVertexBuffer, 0, 32);
ok(hr == D3D_OK, "Failed to set the stream source, offset 0, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, pVertexBuffer, 1, 32);
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Unexpected result when setting the stream source, offset 1, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, pVertexBuffer, 2, 32);
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Unexpected result when setting the stream source, offset 2, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, pVertexBuffer, 3, 32);
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Unexpected result when setting the stream source, offset 3, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, pVertexBuffer, 4, 32);
ok(hr == D3D_OK, "Failed to set the stream source, offset 4, hr = %08x\n", hr);
}
/* Try to set the NULL buffer with an offset and stride 0 */
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "Failed to set the stream source, offset 0, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 1, 0);
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Unexpected result when setting the stream source, offset 1, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 2, 0);
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Unexpected result when setting the stream source, offset 2, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 3, 0);
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Unexpected result when setting the stream source, offset 3, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 4, 0);
ok(hr == D3D_OK, "Failed to set the stream source, offset 4, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "Failed to set the stream source, offset 4, hr = %08x\n", hr);
if(pVertexBuffer) IDirect3DDevice9_Release(pVertexBuffer);
cleanup:
if(device) IDirect3DDevice9_Release(device);
if(d3d9) IDirect3D9_Release(d3d9);
}
struct formats {
D3DFORMAT DisplayFormat;
D3DFORMAT BackBufferFormat;
BOOL shouldPass;
};
struct formats r5g6b5_format_list[] =
{
{ D3DFMT_R5G6B5, D3DFMT_R5G6B5, TRUE },
{ D3DFMT_R5G6B5, D3DFMT_X1R5G5B5, FALSE },
{ D3DFMT_R5G6B5, D3DFMT_A1R5G5B5, FALSE },
{ D3DFMT_R5G6B5, D3DFMT_X8R8G8B8, FALSE },
{ D3DFMT_R5G6B5, D3DFMT_A8R8G8B8, FALSE },
{ 0, 0, 0}
};
struct formats x1r5g5b5_format_list[] =
{
{ D3DFMT_X1R5G5B5, D3DFMT_R5G6B5, FALSE },
{ D3DFMT_X1R5G5B5, D3DFMT_X1R5G5B5, TRUE },
{ D3DFMT_X1R5G5B5, D3DFMT_A1R5G5B5, TRUE },
{ D3DFMT_X1R5G5B5, D3DFMT_X8R8G8B8, FALSE },
{ D3DFMT_X1R5G5B5, D3DFMT_A8R8G8B8, FALSE },
/* A1R5G5B5 should not be usable as a display format, it is backbuffer-only */
{ D3DFMT_A1R5G5B5, D3DFMT_R5G6B5, FALSE },
{ D3DFMT_A1R5G5B5, D3DFMT_X1R5G5B5, FALSE },
{ D3DFMT_A1R5G5B5, D3DFMT_A1R5G5B5, FALSE },
{ D3DFMT_A1R5G5B5, D3DFMT_X8R8G8B8, FALSE },
{ D3DFMT_A1R5G5B5, D3DFMT_A8R8G8B8, FALSE },
{ 0, 0, 0}
};
struct formats x8r8g8b8_format_list[] =
{
{ D3DFMT_X8R8G8B8, D3DFMT_R5G6B5, FALSE },
{ D3DFMT_X8R8G8B8, D3DFMT_X1R5G5B5, FALSE },
{ D3DFMT_X8R8G8B8, D3DFMT_A1R5G5B5, FALSE },
{ D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, TRUE },
{ D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, TRUE },
/* A1R8G8B8 should not be usable as a display format, it is backbuffer-only */
{ D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, FALSE },
{ D3DFMT_A8R8G8B8, D3DFMT_X1R5G5B5, FALSE },
{ D3DFMT_A8R8G8B8, D3DFMT_A1R5G5B5, FALSE },
{ D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8, FALSE },
{ D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE },
{ 0, 0, 0}
};
static void test_display_formats(void)
{
/* Direct3D9 offers 4 display formats R5G6B5, X1R5G5B5, X8R8G8B8 and A2R10G10B10.
* Next to these there are 6 different backbuffer formats. Only a fixed number of
* combinations are possible in FULLSCREEN mode. In windowed mode more combinations are
* allowed due to depth conversion and this is likely driver dependent.
* This test checks which combinations are possible in fullscreen mode and this should not be driver dependent.
* TODO: handle A2R10G10B10 but what hardware supports it? Parhelia? It is very rare. */
UINT Adapter = D3DADAPTER_DEFAULT;
D3DDEVTYPE DeviceType = D3DDEVTYPE_HAL;
int i, nmodes;
HRESULT hr;
IDirect3D9 *d3d9 = pDirect3DCreate9( D3D_SDK_VERSION );
ok(d3d9 != NULL, "Failed to create IDirect3D9 object\n");
if(!d3d9) return;
nmodes = IDirect3D9_GetAdapterModeCount(d3d9, D3DADAPTER_DEFAULT, D3DFMT_R5G6B5);
if(!nmodes) {
skip("Display format R5G6B5 not supported, skipping\n");
} else {
trace("Testing display format R5G6B5\n");
for(i=0; r5g6b5_format_list[i].DisplayFormat != 0; i++)
{
hr = IDirect3D9_CheckDeviceType(d3d9, Adapter, DeviceType, r5g6b5_format_list[i].DisplayFormat, r5g6b5_format_list[i].BackBufferFormat, FALSE);
if(r5g6b5_format_list[i].shouldPass)
ok(hr == D3D_OK ||
broken(hr == D3DERR_NOTAVAILABLE),
"format %d %d didn't pass with hr=%#08x\n", r5g6b5_format_list[i].DisplayFormat, r5g6b5_format_list[i].BackBufferFormat, hr);
else
ok(hr != D3D_OK, "format %d %d didn't pass while it was expected to\n", r5g6b5_format_list[i].DisplayFormat, r5g6b5_format_list[i].BackBufferFormat);
}
}
nmodes = IDirect3D9_GetAdapterModeCount(d3d9, D3DADAPTER_DEFAULT, D3DFMT_X1R5G5B5);
if(!nmodes) {
skip("Display format X1R5G5B5 not supported, skipping\n");
} else {
trace("Testing display format X1R5G5B5\n");
for(i=0; x1r5g5b5_format_list[i].DisplayFormat != 0; i++)
{
hr = IDirect3D9_CheckDeviceType(d3d9, Adapter, DeviceType, x1r5g5b5_format_list[i].DisplayFormat, x1r5g5b5_format_list[i].BackBufferFormat, FALSE);
if(x1r5g5b5_format_list[i].shouldPass)
ok(hr == D3D_OK, "format %d %d didn't pass with hr=%#08x\n", x1r5g5b5_format_list[i].DisplayFormat, x1r5g5b5_format_list[i].BackBufferFormat, hr);
else
ok(hr != D3D_OK, "format %d %d didn't pass while it was expected to\n", x1r5g5b5_format_list[i].DisplayFormat, x1r5g5b5_format_list[i].BackBufferFormat);
}
}
nmodes = IDirect3D9_GetAdapterModeCount(d3d9, D3DADAPTER_DEFAULT, D3DFMT_X8R8G8B8);
if(!nmodes) {
skip("Display format X8R8G8B8 not supported, skipping\n");
} else {
trace("Testing display format X8R8G8B8\n");
for(i=0; x8r8g8b8_format_list[i].DisplayFormat != 0; i++)
{
hr = IDirect3D9_CheckDeviceType(d3d9, Adapter, DeviceType, x8r8g8b8_format_list[i].DisplayFormat, x8r8g8b8_format_list[i].BackBufferFormat, FALSE);
if(x8r8g8b8_format_list[i].shouldPass)
ok(hr == D3D_OK ||
broken(hr == D3DERR_NOTAVAILABLE),
"format %d %d didn't pass with hr=%#08x\n", x8r8g8b8_format_list[i].DisplayFormat, x8r8g8b8_format_list[i].BackBufferFormat, hr);
else
ok(hr != D3D_OK, "format %d %d didn't pass while it was expected to\n", x8r8g8b8_format_list[i].DisplayFormat, x8r8g8b8_format_list[i].BackBufferFormat);
}
}
if(d3d9) IDirect3D9_Release(d3d9);
}
static void test_scissor_size(void)
{
IDirect3D9 *d3d9_ptr = 0;
unsigned int i;
static const struct {
int winx; int winy; int backx; int backy; BOOL window;
} scts[] = { /* scissor tests */
{800, 600, 640, 480, TRUE},
{800, 600, 640, 480, FALSE},
{640, 480, 800, 600, TRUE},
{640, 480, 800, 600, FALSE},
};
d3d9_ptr = pDirect3DCreate9(D3D_SDK_VERSION);
ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
if (!d3d9_ptr){
skip("Failed to create IDirect3D9 object\n");
return;
}
for(i=0; i<sizeof(scts)/sizeof(scts[0]); i++) {
IDirect3DDevice9 *device_ptr = 0;
D3DPRESENT_PARAMETERS present_parameters;
HRESULT hr;
WNDCLASS wc = {0};
HWND hwnd = 0;
RECT scissorrect;
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "d3d9_test_wc";
RegisterClass(&wc);
hwnd = CreateWindow("d3d9_test_wc", "d3d9_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, scts[i].winx, scts[i].winy, 0, 0, 0, 0);
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = scts[i].window;
present_parameters.hDeviceWindow = hwnd;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = scts[i].backx;
present_parameters.BackBufferHeight = scts[i].backy;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
if(FAILED(hr)) {
present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
if(FAILED(hr)) {
hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
}
}
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D_CreateDevice returned: %08x\n", hr);
if (!device_ptr)
{
DestroyWindow(hwnd);
skip("Creating the device failed\n");
goto err_out;
}
/* Check for the default scissor rect size */
hr = IDirect3DDevice9_GetScissorRect(device_ptr, &scissorrect);
ok(hr == D3D_OK, "IDirect3DDevice9_GetScissorRect failed with: %08x\n", hr);
ok(scissorrect.right == scts[i].backx && scissorrect.bottom == scts[i].backy && scissorrect.top == 0 && scissorrect.left == 0, "Scissorrect missmatch (%d, %d) should be (%d, %d)\n", scissorrect.right, scissorrect.bottom, scts[i].backx, scts[i].backy);
/* check the scissorrect values after a reset */
present_parameters.BackBufferWidth = 800;
present_parameters.BackBufferHeight = 600;
hr = IDirect3DDevice9_Reset(device_ptr, &present_parameters);
ok(hr == D3D_OK, "IDirect3DDevice9_Reset failed with %08x\n", hr);
hr = IDirect3DDevice9_TestCooperativeLevel(device_ptr);
ok(hr == D3D_OK, "IDirect3DDevice9_TestCooperativeLevel after a successful reset returned %#x\n", hr);
hr = IDirect3DDevice9_GetScissorRect(device_ptr, &scissorrect);
ok(hr == D3D_OK, "IDirect3DDevice9_GetScissorRect failed with: %08x\n", hr);
ok(scissorrect.right == 800 && scissorrect.bottom == 600 && scissorrect.top == 0 && scissorrect.left == 0, "Scissorrect missmatch (%d, %d) should be (%d, %d)\n", scissorrect.right, scissorrect.bottom, 800, 600);
if(device_ptr) {
ULONG ref;
ref = IDirect3DDevice9_Release(device_ptr);
DestroyWindow(hwnd);
ok(ref == 0, "The device was not properly freed: refcount %u\n", ref);
}
}
err_out:
if(d3d9_ptr) IDirect3D9_Release(d3d9_ptr);
return;
}
START_TEST(device)
{
HMODULE d3d9_handle = LoadLibraryA( "d3d9.dll" );
if (!d3d9_handle)
{
skip("Could not load d3d9.dll\n");
return;
}
pDirect3DCreate9 = (void *)GetProcAddress( d3d9_handle, "Direct3DCreate9" );
ok(pDirect3DCreate9 != NULL, "Failed to get address of Direct3DCreate9\n");
if (pDirect3DCreate9)
{
IDirect3D9 *d3d9 = pDirect3DCreate9( D3D_SDK_VERSION );
if(!d3d9)
{
skip("could not create D3D9 object\n");
return;
}
IDirect3D9_Release(d3d9);
test_display_formats();
test_display_modes();
test_swapchain();
test_refcount();
test_mipmap_levels();
test_cursor();
test_reset();
test_scene();
test_limits();
test_depthstenciltest();
test_draw_indexed();
test_null_stream();
test_vertex_buffer_alignment();
test_lights();
test_set_stream_source();
test_scissor_size();
}
}