Sweden-Number/dlls/d3d8/tests/stateblock.c

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/*
* Copyright 2006 Ivan Gyurdiev
* Copyright 2005, 2008 Henri Verbeet
*
* 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 <d3d8.h>
#include "wine/test.h"
static DWORD texture_stages;
/* ============================ State Testing Framework ========================== */
struct state_test
{
const char *test_name;
/* The initial data is usually the same
* as the default data, but a write can have side effects.
* The initial data is tested first, before any writes take place
* The default data can be tested after a write */
const void *initial_data;
/* The default data is the standard state to compare
* against, and restore to */
const void *default_data;
/* The test data is the experiment data to try
* in - what we want to write
* out - what windows will actually write (not necessarily the same) */
const void *test_data_in;
const void *test_data_out_all;
const void *test_data_out_vertex;
const void *test_data_out_pixel;
HRESULT (*init)(IDirect3DDevice8 *device, struct state_test *test);
void (*cleanup)(IDirect3DDevice8 *device, struct state_test *test);
void (*apply_data)(IDirect3DDevice8 *device, const struct state_test *test,
const void *data);
void (*check_data)(IDirect3DDevice8 *device, const struct state_test *test,
const void *data_expected, unsigned int chain_stage);
/* Test arguments */
const void *test_arg;
/* Test-specific context data */
void *test_context;
};
/* See below for explanation of the flags */
#define EVENT_OK 0
#define EVENT_ERROR -1
struct event_data
{
DWORD stateblock;
IDirect3DSurface8 *original_render_target;
IDirect3DSwapChain8 *new_swap_chain;
};
enum stateblock_data
{
SB_DATA_NONE = 0,
SB_DATA_DEFAULT,
SB_DATA_INITIAL,
SB_DATA_TEST_IN,
SB_DATA_TEST_ALL,
SB_DATA_TEST_VERTEX,
SB_DATA_TEST_PIXEL,
};
struct event
{
int (*event_fn)(IDirect3DDevice8 *device, struct event_data *event_data);
enum stateblock_data check;
enum stateblock_data apply;
};
static const void *get_event_data(const struct state_test *test, enum stateblock_data data)
{
switch (data)
{
case SB_DATA_DEFAULT:
return test->default_data;
case SB_DATA_INITIAL:
return test->initial_data;
case SB_DATA_TEST_IN:
return test->test_data_in;
case SB_DATA_TEST_ALL:
return test->test_data_out_all;
case SB_DATA_TEST_VERTEX:
return test->test_data_out_vertex;
case SB_DATA_TEST_PIXEL:
return test->test_data_out_pixel;
default:
return NULL;
}
}
/* This is an event-machine, which tests things.
* It tests get and set operations for a batch of states, based on
* results from the event function, which directs what's to be done */
static void execute_test_chain(IDirect3DDevice8 *device, struct state_test *test,
unsigned int ntests, struct event *event, unsigned int nevents, struct event_data *event_data)
{
unsigned int i, j;
/* For each queued event */
for (j = 0; j < nevents; ++j)
{
const void *data;
/* Execute the next event handler (if available). */
if (event[j].event_fn)
{
if (event[j].event_fn(device, event_data) == EVENT_ERROR)
{
trace("Stage %u in error state, aborting.\n", j);
break;
}
}
if (event[j].check != SB_DATA_NONE)
{
for (i = 0; i < ntests; ++i)
{
data = get_event_data(&test[i], event[j].check);
test[i].check_data(device, &test[i], data, j);
}
}
if (event[j].apply != SB_DATA_NONE)
{
for (i = 0; i < ntests; ++i)
{
data = get_event_data(&test[i], event[j].apply);
test[i].apply_data(device, &test[i], data);
}
}
}
/* Attempt to reset any changes made. */
for (i = 0; i < ntests; ++i)
{
test[i].apply_data(device, &test[i], test[i].default_data);
}
}
static int switch_render_target(IDirect3DDevice8* device, struct event_data *event_data)
{
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DSwapChain8 *swapchain = NULL;
IDirect3DSurface8 *backbuffer = NULL;
D3DDISPLAYMODE d3ddm;
HRESULT hr;
/* Parameters for new swapchain */
IDirect3DDevice8_GetDisplayMode(device, &d3ddm);
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferFormat = d3ddm.Format;
/* Create new swapchain */
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &present_parameters, &swapchain);
ok(SUCCEEDED(hr), "CreateAdditionalSwapChain returned %#x.\n", hr);
if (FAILED(hr)) goto error;
/* Get its backbuffer */
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "GetBackBuffer returned %#x.\n", hr);
if (FAILED(hr)) goto error;
/* Save the current render target */
hr = IDirect3DDevice8_GetRenderTarget(device, &event_data->original_render_target);
ok(SUCCEEDED(hr), "GetRenderTarget returned %#x.\n", hr);
if (FAILED(hr)) goto error;
/* Set the new swapchain's backbuffer as a render target */
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr);
if (FAILED(hr)) goto error;
IDirect3DSurface8_Release(backbuffer);
event_data->new_swap_chain = swapchain;
return EVENT_OK;
error:
if (backbuffer) IDirect3DSurface8_Release(backbuffer);
if (swapchain) IDirect3DSwapChain8_Release(swapchain);
return EVENT_ERROR;
}
static int revert_render_target(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
/* Reset the old render target */
hr = IDirect3DDevice8_SetRenderTarget(device, event_data->original_render_target, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr);
if (FAILED(hr))
{
IDirect3DSurface8_Release(event_data->original_render_target);
return EVENT_ERROR;
}
IDirect3DSurface8_Release(event_data->original_render_target);
IDirect3DSwapChain8_Release(event_data->new_swap_chain);
return EVENT_OK;
}
static int create_stateblock_all(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &event_data->stateblock);
ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int create_stateblock_vertex(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_VERTEXSTATE, &event_data->stateblock);
ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int create_stateblock_pixel(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_PIXELSTATE, &event_data->stateblock);
ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int begin_stateblock(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(SUCCEEDED(hr), "BeginStateBlock returned %#x.\n", hr);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int end_stateblock(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
hr = IDirect3DDevice8_EndStateBlock(device, &event_data->stateblock);
ok(SUCCEEDED(hr), "EndStateBlock returned %#x.\n", hr);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int delete_stateblock(IDirect3DDevice8 *device, struct event_data *event_data)
{
IDirect3DDevice8_DeleteStateBlock(device, event_data->stateblock);
return EVENT_OK;
}
static int apply_stateblock(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
hr = IDirect3DDevice8_ApplyStateBlock(device, event_data->stateblock);
ok(SUCCEEDED(hr), "Apply returned %#x.\n", hr);
IDirect3DDevice8_DeleteStateBlock(device, event_data->stateblock);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int capture_stateblock(IDirect3DDevice8 *device, struct event_data *event_data)
{
HRESULT hr;
hr = IDirect3DDevice8_CaptureStateBlock(device, event_data->stateblock);
ok(SUCCEEDED(hr), "Capture returned %#x.\n", hr);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static void execute_test_chain_all(IDirect3DDevice8 *device, struct state_test *test, unsigned int ntests)
{
struct event_data arg;
unsigned int i;
HRESULT hr;
struct event read_events[] =
{
{NULL, SB_DATA_INITIAL, SB_DATA_NONE},
};
struct event write_read_events[] =
{
{NULL, SB_DATA_NONE, SB_DATA_TEST_IN},
{NULL, SB_DATA_TEST_ALL, SB_DATA_NONE},
};
struct event abort_stateblock_events[] =
{
{begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN},
{end_stateblock, SB_DATA_NONE, SB_DATA_NONE},
{delete_stateblock, SB_DATA_DEFAULT, SB_DATA_NONE},
};
struct event apply_stateblock_events[] =
{
{begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN},
{end_stateblock, SB_DATA_NONE, SB_DATA_NONE},
{apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE},
};
struct event capture_reapply_stateblock_events[] =
{
{begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN},
{end_stateblock, SB_DATA_NONE, SB_DATA_NONE},
{capture_stateblock, SB_DATA_DEFAULT, SB_DATA_TEST_IN},
{apply_stateblock, SB_DATA_DEFAULT, SB_DATA_NONE},
};
struct event create_stateblock_capture_apply_all_events[] =
{
{create_stateblock_all, SB_DATA_DEFAULT, SB_DATA_TEST_IN},
{capture_stateblock, SB_DATA_TEST_ALL, SB_DATA_DEFAULT},
{apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE},
};
struct event create_stateblock_apply_all_events[] =
{
{NULL, SB_DATA_DEFAULT, SB_DATA_TEST_IN},
{create_stateblock_all, SB_DATA_TEST_ALL, SB_DATA_DEFAULT},
{apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE},
};
struct event create_stateblock_capture_apply_vertex_events[] =
{
{create_stateblock_vertex, SB_DATA_DEFAULT, SB_DATA_TEST_IN},
{capture_stateblock, SB_DATA_TEST_ALL, SB_DATA_DEFAULT},
{apply_stateblock, SB_DATA_TEST_VERTEX, SB_DATA_NONE},
};
struct event create_stateblock_apply_vertex_events[] =
{
{NULL, SB_DATA_DEFAULT, SB_DATA_TEST_IN},
{create_stateblock_vertex, SB_DATA_TEST_ALL, SB_DATA_DEFAULT},
{apply_stateblock, SB_DATA_TEST_VERTEX, SB_DATA_NONE},
};
struct event create_stateblock_capture_apply_pixel_events[] =
{
{create_stateblock_pixel, SB_DATA_DEFAULT, SB_DATA_TEST_IN},
{capture_stateblock, SB_DATA_TEST_ALL, SB_DATA_DEFAULT},
{apply_stateblock, SB_DATA_TEST_PIXEL, SB_DATA_NONE},
};
struct event create_stateblock_apply_pixel_events[] =
{
{NULL, SB_DATA_DEFAULT, SB_DATA_TEST_IN},
{create_stateblock_pixel, SB_DATA_TEST_ALL, SB_DATA_DEFAULT},
{apply_stateblock, SB_DATA_TEST_PIXEL, SB_DATA_NONE},
};
struct event rendertarget_switch_events[] =
{
{NULL, SB_DATA_NONE, SB_DATA_TEST_IN},
{switch_render_target, SB_DATA_TEST_ALL, SB_DATA_NONE},
{revert_render_target, SB_DATA_NONE, SB_DATA_NONE},
};
struct event rendertarget_stateblock_events[] =
{
{begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN},
{switch_render_target, SB_DATA_DEFAULT, SB_DATA_NONE},
{end_stateblock, SB_DATA_NONE, SB_DATA_NONE},
{revert_render_target, SB_DATA_NONE, SB_DATA_NONE},
{apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE},
};
/* Setup each test for execution */
for (i = 0; i < ntests; ++i)
{
hr = test[i].init(device, &test[i]);
ok(SUCCEEDED(hr), "Test \"%s\" failed setup, aborting\n", test[i].test_name);
if (FAILED(hr)) return;
}
trace("Running initial read state tests\n");
execute_test_chain(device, test, ntests, read_events, 1, NULL);
trace("Running write-read state tests\n");
execute_test_chain(device, test, ntests, write_read_events, 2, NULL);
trace("Running stateblock abort state tests\n");
execute_test_chain(device, test, ntests, abort_stateblock_events, 3, &arg);
trace("Running stateblock apply state tests\n");
execute_test_chain(device, test, ntests, apply_stateblock_events, 3, &arg);
trace("Running stateblock capture/reapply state tests\n");
execute_test_chain(device, test, ntests, capture_reapply_stateblock_events, 4, &arg);
trace("Running create stateblock capture/apply all state tests\n");
execute_test_chain(device, test, ntests, create_stateblock_capture_apply_all_events, 3, &arg);
trace("Running create stateblock apply all state tests\n");
execute_test_chain(device, test, ntests, create_stateblock_apply_all_events, 3, &arg);
trace("Running create stateblock capture/apply vertex state tests\n");
execute_test_chain(device, test, ntests, create_stateblock_capture_apply_vertex_events, 3, &arg);
trace("Running create stateblock apply vertex state tests\n");
execute_test_chain(device, test, ntests, create_stateblock_apply_vertex_events, 3, &arg);
trace("Running create stateblock capture/apply pixel state tests\n");
execute_test_chain(device, test, ntests, create_stateblock_capture_apply_pixel_events, 3, &arg);
trace("Running create stateblock apply pixel state tests\n");
execute_test_chain(device, test, ntests, create_stateblock_apply_pixel_events, 3, &arg);
trace("Running rendertarget switch state tests\n");
execute_test_chain(device, test, ntests, rendertarget_switch_events, 3, &arg);
trace("Running stateblock apply over rendertarget switch interrupt tests\n");
execute_test_chain(device, test, ntests, rendertarget_stateblock_events, 5, &arg);
/* Cleanup resources */
for (i = 0; i < ntests; ++i)
{
if (test[i].cleanup) test[i].cleanup(device, &test[i]);
}
}
/* =================== State test: Pixel and Vertex Shader constants ============ */
struct shader_constant_data
{
float float_constant[4]; /* 1x4 float constant */
};
struct shader_constant_arg
{
unsigned int idx;
BOOL pshader;
};
static const struct shader_constant_data shader_constant_poison_data =
{
{1.0f, 2.0f, 3.0f, 4.0f},
};
static const struct shader_constant_data shader_constant_default_data =
{
{0.0f, 0.0f, 0.0f, 0.0f},
};
static const struct shader_constant_data shader_constant_test_data =
{
{5.0f, 6.0f, 7.0f, 8.0f},
};
static void shader_constant_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data)
{
const struct shader_constant_data *scdata = data;
const struct shader_constant_arg *scarg = test->test_arg;
unsigned int index = scarg->idx;
HRESULT hr;
if (!scarg->pshader)
{
hr = IDirect3DDevice8_SetVertexShaderConstant(device, index, scdata->float_constant, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x.\n", hr);
}
else
{
hr = IDirect3DDevice8_SetPixelShaderConstant(device, index, scdata->float_constant, 1);
ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x.\n", hr);
}
}
static void shader_constant_check_data(IDirect3DDevice8 *device, const struct state_test *test,
const void *expected_data, unsigned int chain_stage)
{
const struct shader_constant_data *scdata = expected_data;
const struct shader_constant_arg *scarg = test->test_arg;
struct shader_constant_data value;
HRESULT hr;
value = shader_constant_poison_data;
if (!scarg->pshader)
{
hr = IDirect3DDevice8_GetVertexShaderConstant(device, scarg->idx, value.float_constant, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x.\n", hr);
}
else
{
hr = IDirect3DDevice8_GetPixelShaderConstant(device, scarg->idx, value.float_constant, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x.\n", hr);
}
ok(!memcmp(value.float_constant, scdata->float_constant, sizeof(scdata->float_constant)),
"Chain stage %u, %s constant:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n\t{%.8e, %.8e, %.8e, %.8e} received\n",
chain_stage, scarg->pshader ? "pixel shader" : "vertex shader",
scdata->float_constant[0], scdata->float_constant[1],
scdata->float_constant[2], scdata->float_constant[3],
value.float_constant[0], value.float_constant[1],
value.float_constant[2], value.float_constant[3]);
}
static HRESULT shader_constant_test_init(IDirect3DDevice8 *device, struct state_test *test)
{
const struct shader_constant_arg *test_arg = test->test_arg;
test->test_context = NULL;
test->test_data_in = &shader_constant_test_data;
test->test_data_out_all = &shader_constant_test_data;
if (test_arg->pshader)
{
test->test_data_out_vertex = &shader_constant_default_data;
test->test_data_out_pixel = &shader_constant_test_data;
}
else
{
test->test_data_out_vertex = &shader_constant_test_data;
test->test_data_out_pixel = &shader_constant_default_data;
}
test->default_data = &shader_constant_default_data;
test->initial_data = &shader_constant_default_data;
return D3D_OK;
}
static void shader_constants_queue_test(struct state_test *test, const struct shader_constant_arg *test_arg)
{
test->init = shader_constant_test_init;
test->cleanup = NULL;
test->apply_data = shader_constant_apply_data;
test->check_data = shader_constant_check_data;
test->test_name = test_arg->pshader ? "set_get_pshader_constants" : "set_get_vshader_constants";
test->test_arg = test_arg;
}
/* =================== State test: Lights ===================================== */
struct light_data
{
D3DLIGHT8 light;
BOOL enabled;
HRESULT get_light_result;
HRESULT get_enabled_result;
};
struct light_arg
{
unsigned int idx;
};
static const struct light_data light_poison_data =
{
{
0x1337c0de,
{7.0, 4.0, 2.0, 1.0},
{7.0, 4.0, 2.0, 1.0},
{7.0, 4.0, 2.0, 1.0},
{3.3f, 4.4f, 5.5f},
{6.6f, 7.7f, 8.8f},
12.12f, 13.13f, 14.14f, 15.15f, 16.16f, 17.17f, 18.18f,
},
TRUE,
0x1337c0de,
0x1337c0de,
};
static const struct light_data light_default_data =
{
{
D3DLIGHT_DIRECTIONAL,
{1.0, 1.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 0.0},
{0.0, 0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 1.0},
0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
},
FALSE,
D3D_OK,
D3D_OK,
};
/* This is used for the initial read state (before a write causes side effects)
* The proper return status is D3DERR_INVALIDCALL */
static const struct light_data light_initial_data =
{
{
0x1337c0de,
{7.0, 4.0, 2.0, 1.0},
{7.0, 4.0, 2.0, 1.0},
{7.0, 4.0, 2.0, 1.0},
{3.3f, 4.4f, 5.5f},
{6.6f, 7.7f, 8.8f},
12.12f, 13.13f, 14.14f, 15.15f, 16.16f, 17.17f, 18.18f,
},
TRUE,
D3DERR_INVALIDCALL,
D3DERR_INVALIDCALL,
};
static const struct light_data light_test_data_in =
{
{
1,
{2.0, 2.0, 2.0, 2.0},
{3.0, 3.0, 3.0, 3.0},
{4.0, 4.0, 4.0, 4.0},
{5.0, 5.0, 5.0},
{6.0, 6.0, 6.0},
7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0,
},
TRUE,
D3D_OK,
D3D_OK,
};
/* SetLight will use 128 as the "enabled" value */
static const struct light_data light_test_data_out =
{
{
1,
{2.0, 2.0, 2.0, 2.0},
{3.0, 3.0, 3.0, 3.0},
{4.0, 4.0, 4.0, 4.0},
{5.0, 5.0, 5.0},
{6.0, 6.0, 6.0},
7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0,
},
128,
D3D_OK,
D3D_OK,
};
static void light_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data)
{
const struct light_data *ldata = data;
const struct light_arg *larg = test->test_arg;
unsigned int index = larg->idx;
HRESULT hr;
hr = IDirect3DDevice8_SetLight(device, index, &ldata->light);
ok(SUCCEEDED(hr), "SetLight returned %#x.\n", hr);
hr = IDirect3DDevice8_LightEnable(device, index, ldata->enabled);
ok(SUCCEEDED(hr), "SetLightEnable returned %#x.\n", hr);
}
static void light_check_data(IDirect3DDevice8 *device, const struct state_test *test,
const void *expected_data, unsigned int chain_stage)
{
const struct light_arg *larg = test->test_arg;
const struct light_data *ldata = expected_data;
struct light_data value;
value = light_poison_data;
value.get_enabled_result = IDirect3DDevice8_GetLightEnable(device, larg->idx, &value.enabled);
value.get_light_result = IDirect3DDevice8_GetLight(device, larg->idx, &value.light);
ok(value.get_enabled_result == ldata->get_enabled_result,
"Chain stage %u: expected get_enabled_result %#x, got %#x.\n",
chain_stage, ldata->get_enabled_result, value.get_enabled_result);
ok(value.get_light_result == ldata->get_light_result,
"Chain stage %u: expected get_light_result %#x, got %#x.\n",
chain_stage, ldata->get_light_result, value.get_light_result);
ok(value.enabled == ldata->enabled,
"Chain stage %u: expected enabled %#x, got %#x.\n",
chain_stage, ldata->enabled, value.enabled);
ok(value.light.Type == ldata->light.Type,
"Chain stage %u: expected light.Type %#x, got %#x.\n",
chain_stage, ldata->light.Type, value.light.Type);
ok(!memcmp(&value.light.Diffuse, &ldata->light.Diffuse, sizeof(value.light.Diffuse)),
"Chain stage %u, light.Diffuse:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n"
"\t{%.8e, %.8e, %.8e, %.8e} received.\n", chain_stage,
ldata->light.Diffuse.r, ldata->light.Diffuse.g,
ldata->light.Diffuse.b, ldata->light.Diffuse.a,
value.light.Diffuse.r, value.light.Diffuse.g,
value.light.Diffuse.b, value.light.Diffuse.a);
ok(!memcmp(&value.light.Specular, &ldata->light.Specular, sizeof(value.light.Specular)),
"Chain stage %u, light.Specular:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n"
"\t{%.8e, %.8e, %.8e, %.8e} received.\n", chain_stage,
ldata->light.Specular.r, ldata->light.Specular.g,
ldata->light.Specular.b, ldata->light.Specular.a,
value.light.Specular.r, value.light.Specular.g,
value.light.Specular.b, value.light.Specular.a);
ok(!memcmp(&value.light.Ambient, &ldata->light.Ambient, sizeof(value.light.Ambient)),
"Chain stage %u, light.Ambient:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n"
"\t{%.8e, %.8e, %.8e, %.8e} received.\n", chain_stage,
ldata->light.Ambient.r, ldata->light.Ambient.g,
ldata->light.Ambient.b, ldata->light.Ambient.a,
value.light.Ambient.r, value.light.Ambient.g,
value.light.Ambient.b, value.light.Ambient.a);
ok(!memcmp(&value.light.Position, &ldata->light.Position, sizeof(value.light.Position)),
"Chain stage %u, light.Position:\n\t{%.8e, %.8e, %.8e} expected\n\t{%.8e, %.8e, %.8e} received.\n",
chain_stage, ldata->light.Position.x, ldata->light.Position.y, ldata->light.Position.z,
value.light.Position.x, value.light.Position.y, value.light.Position.z);
ok(!memcmp(&value.light.Direction, &ldata->light.Direction, sizeof(value.light.Direction)),
"Chain stage %u, light.Direction:\n\t{%.8e, %.8e, %.8e} expected\n\t{%.8e, %.8e, %.8e} received.\n",
chain_stage, ldata->light.Direction.x, ldata->light.Direction.y, ldata->light.Direction.z,
value.light.Direction.x, value.light.Direction.y, value.light.Direction.z);
ok(value.light.Range == ldata->light.Range,
"Chain stage %u: expected light.Range %.8e, got %.8e.\n",
chain_stage, ldata->light.Range, value.light.Range);
ok(value.light.Falloff == ldata->light.Falloff,
"Chain stage %u: expected light.Falloff %.8e, got %.8e.\n",
chain_stage, ldata->light.Falloff, value.light.Falloff);
ok(value.light.Attenuation0 == ldata->light.Attenuation0,
"Chain stage %u: expected light.Attenuation0 %.8e, got %.8e.\n",
chain_stage, ldata->light.Attenuation0, value.light.Attenuation0);
ok(value.light.Attenuation1 == ldata->light.Attenuation1,
"Chain stage %u: expected light.Attenuation1 %.8e, got %.8e.\n",
chain_stage, ldata->light.Attenuation1, value.light.Attenuation1);
ok(value.light.Attenuation2 == ldata->light.Attenuation2,
"Chain stage %u: expected light.Attenuation2 %.8e, got %.8e.\n",
chain_stage, ldata->light.Attenuation2, value.light.Attenuation2);
ok(value.light.Theta == ldata->light.Theta,
"Chain stage %u: expected light.Theta %.8e, got %.8e.\n",
chain_stage, ldata->light.Theta, value.light.Theta);
ok(value.light.Phi == ldata->light.Phi,
"Chain stage %u: expected light.Phi %.8e, got %.8e.\n",
chain_stage, ldata->light.Phi, value.light.Phi);
}
static HRESULT light_test_init(IDirect3DDevice8 *device, struct state_test *test)
{
test->test_context = NULL;
test->test_data_in = &light_test_data_in;
test->test_data_out_all = &light_test_data_out;
test->test_data_out_vertex = &light_test_data_out;
test->test_data_out_pixel = &light_default_data;
test->default_data = &light_default_data;
test->initial_data = &light_initial_data;
return D3D_OK;
}
static void lights_queue_test(struct state_test *test, const struct light_arg *test_arg)
{
test->init = light_test_init;
test->cleanup = NULL;
test->apply_data = light_apply_data;
test->check_data = light_check_data;
test->test_name = "set_get_light";
test->test_arg = test_arg;
}
/* =================== State test: Transforms ===================================== */
struct transform_data
{
D3DMATRIX view;
D3DMATRIX projection;
D3DMATRIX texture0;
D3DMATRIX texture7;
D3DMATRIX world0;
D3DMATRIX world255;
};
static const struct transform_data transform_default_data =
{
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}},
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}},
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}},
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}},
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}},
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}},
};
static const struct transform_data transform_poison_data =
{
{{{
1.0f, 2.0f, 3.0f, 4.0f,
5.0f, 6.0f, 7.0f, 8.0f,
9.0f, 10.0f, 11.0f, 12.0f,
13.0f, 14.0f, 15.0f, 16.0f,
}}},
{{{
17.0f, 18.0f, 19.0f, 20.0f,
21.0f, 22.0f, 23.0f, 24.0f,
25.0f, 26.0f, 27.0f, 28.0f,
29.0f, 30.0f, 31.0f, 32.0f,
}}},
{{{
33.0f, 34.0f, 35.0f, 36.0f,
37.0f, 38.0f, 39.0f, 40.0f,
41.0f, 42.0f, 43.0f, 44.0f,
45.0f, 46.0f, 47.0f, 48.0f,
}}},
{{{
49.0f, 50.0f, 51.0f, 52.0f,
53.0f, 54.0f, 55.0f, 56.0f,
57.0f, 58.0f, 59.0f, 60.0f,
61.0f, 62.0f, 63.0f, 64.0f,
}}},
{{{
64.0f, 66.0f, 67.0f, 68.0f,
69.0f, 70.0f, 71.0f, 72.0f,
73.0f, 74.0f, 75.0f, 76.0f,
77.0f, 78.0f, 79.0f, 80.0f,
}}},
{{{
81.0f, 82.0f, 83.0f, 84.0f,
85.0f, 86.0f, 87.0f, 88.0f,
89.0f, 90.0f, 91.0f, 92.0f,
93.0f, 94.0f, 95.0f, 96.0f,
}}},
};
static const struct transform_data transform_test_data =
{
{{{
1.2f, 3.4f, -5.6f, 7.2f,
10.11f, -12.13f, 14.15f, -1.5f,
23.56f, 12.89f, 44.56f, -1.0f,
2.3f, 0.0f, 4.4f, 5.5f,
}}},
{{{
9.2f, 38.7f, -6.6f, 7.2f,
10.11f, -12.13f, 77.15f, -1.5f,
23.56f, 12.89f, 14.56f, -1.0f,
12.3f, 0.0f, 4.4f, 5.5f,
}}},
{{{
10.2f, 3.4f, 0.6f, 7.2f,
10.11f, -12.13f, 14.15f, -1.5f,
23.54f, 12.9f, 44.56f, -1.0f,
2.3f, 0.0f, 4.4f, 5.5f,
}}},
{{{
1.2f, 3.4f, -5.6f, 7.2f,
10.11f, -12.13f, -14.5f, -1.5f,
2.56f, 12.89f, 23.56f, -1.0f,
112.3f, 0.0f, 4.4f, 2.5f,
}}},
{{{
1.2f, 31.41f, 58.6f, 7.2f,
10.11f, -12.13f, -14.5f, -1.5f,
2.56f, 12.89f, 11.56f, -1.0f,
112.3f, 0.0f, 44.4f, 2.5f,
}}},
{{{
1.20f, 3.4f, -5.6f, 7.0f,
10.11f, -12.156f, -14.5f, -1.5f,
2.56f, 1.829f, 23.6f, -1.0f,
112.3f, 0.0f, 41.4f, 2.5f,
}}},
};
static void transform_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data)
{
const struct transform_data *tdata = data;
HRESULT hr;
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &tdata->view);
ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &tdata->projection);
ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0, &tdata->texture0);
ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &tdata->texture7);
ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &tdata->world0);
ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(255), &tdata->world255);
ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr);
}
static void compare_matrix(const char *name, unsigned int chain_stage,
const D3DMATRIX *received, const D3DMATRIX *expected)
{
ok(!memcmp(expected, received, sizeof(*expected)),
"Chain stage %u, matrix %s:\n"
"\t{\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t} expected\n"
"\t{\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t\t%.8e, %.8e, %.8e, %.8e,\n"
"\t} received\n",
chain_stage, name,
U(*expected).m[0][0], U(*expected).m[1][0], U(*expected).m[2][0], U(*expected).m[3][0],
U(*expected).m[0][1], U(*expected).m[1][1], U(*expected).m[2][1], U(*expected).m[3][1],
U(*expected).m[0][2], U(*expected).m[1][2], U(*expected).m[2][2], U(*expected).m[3][2],
U(*expected).m[0][3], U(*expected).m[1][3], U(*expected).m[2][3], U(*expected).m[3][3],
U(*received).m[0][0], U(*received).m[1][0], U(*received).m[2][0], U(*received).m[3][0],
U(*received).m[0][1], U(*received).m[1][1], U(*received).m[2][1], U(*received).m[3][1],
U(*received).m[0][2], U(*received).m[1][2], U(*received).m[2][2], U(*received).m[3][2],
U(*received).m[0][3], U(*received).m[1][3], U(*received).m[2][3], U(*received).m[3][3]);
}
static void transform_check_data(IDirect3DDevice8 *device, const struct state_test *test,
const void *expected_data, unsigned int chain_stage)
{
const struct transform_data *tdata = expected_data;
D3DMATRIX value;
HRESULT hr;
value = transform_poison_data.view;
hr = IDirect3DDevice8_GetTransform(device, D3DTS_VIEW, &value);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
compare_matrix("View", chain_stage, &value, &tdata->view);
value = transform_poison_data.projection;
hr = IDirect3DDevice8_GetTransform(device, D3DTS_PROJECTION, &value);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
compare_matrix("Projection", chain_stage, &value, &tdata->projection);
value = transform_poison_data.texture0;
hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0, &value);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
compare_matrix("Texture0", chain_stage, &value, &tdata->texture0);
value = transform_poison_data.texture7;
hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &value);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
compare_matrix("Texture7", chain_stage, &value, &tdata->texture7);
value = transform_poison_data.world0;
hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLD, &value);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
compare_matrix("World0", chain_stage, &value, &tdata->world0);
value = transform_poison_data.world255;
hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLDMATRIX(255), &value);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
compare_matrix("World255", chain_stage, &value, &tdata->world255);
}
static HRESULT transform_test_init(IDirect3DDevice8 *device, struct state_test *test)
{
test->test_context = NULL;
test->test_data_in = &transform_test_data;
test->test_data_out_all = &transform_test_data;
test->test_data_out_vertex = &transform_default_data;
test->test_data_out_pixel = &transform_default_data;
test->default_data = &transform_default_data;
test->initial_data = &transform_default_data;
return D3D_OK;
}
static void transform_queue_test(struct state_test *test)
{
test->init = transform_test_init;
test->cleanup = NULL;
test->apply_data = transform_apply_data;
test->check_data = transform_check_data;
test->test_name = "set_get_transforms";
test->test_arg = NULL;
}
/* =================== State test: Render States ===================================== */
const D3DRENDERSTATETYPE render_state_indices[] =
{
D3DRS_ZENABLE,
D3DRS_FILLMODE,
D3DRS_SHADEMODE,
D3DRS_ZWRITEENABLE,
D3DRS_ALPHATESTENABLE,
D3DRS_LASTPIXEL,
D3DRS_SRCBLEND,
D3DRS_DESTBLEND,
D3DRS_CULLMODE,
D3DRS_ZFUNC,
D3DRS_ALPHAREF,
D3DRS_ALPHAFUNC,
D3DRS_DITHERENABLE,
D3DRS_ALPHABLENDENABLE,
D3DRS_FOGENABLE,
D3DRS_SPECULARENABLE,
D3DRS_FOGCOLOR,
D3DRS_FOGTABLEMODE,
D3DRS_FOGSTART,
D3DRS_FOGEND,
D3DRS_FOGDENSITY,
D3DRS_RANGEFOGENABLE,
D3DRS_STENCILENABLE,
D3DRS_STENCILFAIL,
D3DRS_STENCILZFAIL,
D3DRS_STENCILPASS,
D3DRS_STENCILFUNC,
D3DRS_STENCILREF,
D3DRS_STENCILMASK,
D3DRS_STENCILWRITEMASK,
D3DRS_TEXTUREFACTOR,
D3DRS_WRAP0,
D3DRS_WRAP1,
D3DRS_WRAP2,
D3DRS_WRAP3,
D3DRS_WRAP4,
D3DRS_WRAP5,
D3DRS_WRAP6,
D3DRS_WRAP7,
D3DRS_CLIPPING,
D3DRS_LIGHTING,
D3DRS_AMBIENT,
D3DRS_FOGVERTEXMODE,
D3DRS_COLORVERTEX,
D3DRS_LOCALVIEWER,
D3DRS_NORMALIZENORMALS,
D3DRS_DIFFUSEMATERIALSOURCE,
D3DRS_SPECULARMATERIALSOURCE,
D3DRS_AMBIENTMATERIALSOURCE,
D3DRS_EMISSIVEMATERIALSOURCE,
D3DRS_VERTEXBLEND,
D3DRS_CLIPPLANEENABLE,
#if 0 /* Driver dependent */
D3DRS_POINTSIZE,
#endif
D3DRS_POINTSIZE_MIN,
D3DRS_POINTSPRITEENABLE,
D3DRS_POINTSCALEENABLE,
D3DRS_POINTSCALE_A,
D3DRS_POINTSCALE_B,
D3DRS_POINTSCALE_C,
D3DRS_MULTISAMPLEANTIALIAS,
D3DRS_MULTISAMPLEMASK,
D3DRS_PATCHEDGESTYLE,
#if 0 /* Apparently not recorded in the stateblock */
D3DRS_DEBUGMONITORTOKEN,
#endif
D3DRS_POINTSIZE_MAX,
D3DRS_INDEXEDVERTEXBLENDENABLE,
D3DRS_COLORWRITEENABLE,
D3DRS_TWEENFACTOR,
D3DRS_BLENDOP,
};
struct render_state_data
{
DWORD states[ARRAY_SIZE(render_state_indices)];
};
struct render_state_arg
{
D3DPRESENT_PARAMETERS *device_pparams;
float pointsize_max;
};
struct render_state_context
{
struct render_state_data default_data_buffer;
struct render_state_data test_data_all_buffer;
struct render_state_data test_data_vertex_buffer;
struct render_state_data test_data_pixel_buffer;
struct render_state_data poison_data_buffer;
};
static void render_state_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data)
{
const struct render_state_data *rsdata = data;
unsigned int i;
HRESULT hr;
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
hr = IDirect3DDevice8_SetRenderState(device, render_state_indices[i], rsdata->states[i]);
ok(SUCCEEDED(hr), "SetRenderState returned %#x.\n", hr);
}
}
static void render_state_check_data(IDirect3DDevice8 *device, const struct state_test *test,
const void *expected_data, unsigned int chain_stage)
{
const struct render_state_context *ctx = test->test_context;
const struct render_state_data *rsdata = expected_data;
unsigned int i;
HRESULT hr;
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
DWORD value = ctx->poison_data_buffer.states[i];
hr = IDirect3DDevice8_GetRenderState(device, render_state_indices[i], &value);
ok(SUCCEEDED(hr), "GetRenderState returned %#x.\n", hr);
ok(value == rsdata->states[i], "Chain stage %u, render state %#x: expected %#x, got %#x.\n",
chain_stage, render_state_indices[i], rsdata->states[i], value);
}
}
static inline DWORD to_dword(float fl)
{
union {float f; DWORD d;} ret;
ret.f = fl;
return ret.d;
}
static void render_state_default_data_init(const struct render_state_arg *rsarg, struct render_state_data *data)
{
DWORD zenable = rsarg->device_pparams->EnableAutoDepthStencil ? D3DZB_TRUE : D3DZB_FALSE;
unsigned int idx = 0;
data->states[idx++] = zenable; /* ZENABLE */
data->states[idx++] = D3DFILL_SOLID; /* FILLMODE */
data->states[idx++] = D3DSHADE_GOURAUD; /* SHADEMODE */
data->states[idx++] = TRUE; /* ZWRITEENABLE */
data->states[idx++] = FALSE; /* ALPHATESTENABLE */
data->states[idx++] = TRUE; /* LASTPIXEL */
data->states[idx++] = D3DBLEND_ONE; /* SRCBLEND */
data->states[idx++] = D3DBLEND_ZERO; /* DESTBLEND */
data->states[idx++] = D3DCULL_CCW; /* CULLMODE */
data->states[idx++] = D3DCMP_LESSEQUAL; /* ZFUNC */
data->states[idx++] = 0; /* ALPHAREF */
data->states[idx++] = D3DCMP_ALWAYS; /* ALPHAFUNC */
data->states[idx++] = FALSE; /* DITHERENABLE */
data->states[idx++] = FALSE; /* ALPHABLENDENABLE */
data->states[idx++] = FALSE; /* FOGENABLE */
data->states[idx++] = FALSE; /* SPECULARENABLE */
data->states[idx++] = 0; /* FOGCOLOR */
data->states[idx++] = D3DFOG_NONE; /* FOGTABLEMODE */
data->states[idx++] = to_dword(0.0f); /* FOGSTART */
data->states[idx++] = to_dword(1.0f); /* FOGEND */
data->states[idx++] = to_dword(1.0f); /* FOGDENSITY */
data->states[idx++] = FALSE; /* RANGEFOGENABLE */
data->states[idx++] = FALSE; /* STENCILENABLE */
data->states[idx++] = D3DSTENCILOP_KEEP; /* STENCILFAIL */
data->states[idx++] = D3DSTENCILOP_KEEP; /* STENCILZFAIL */
data->states[idx++] = D3DSTENCILOP_KEEP; /* STENCILPASS */
data->states[idx++] = D3DCMP_ALWAYS; /* STENCILFUNC */
data->states[idx++] = 0; /* STENCILREF */
data->states[idx++] = 0xFFFFFFFF; /* STENCILMASK */
data->states[idx++] = 0xFFFFFFFF; /* STENCILWRITEMASK */
data->states[idx++] = 0xFFFFFFFF; /* TEXTUREFACTOR */
data->states[idx++] = 0; /* WRAP 0 */
data->states[idx++] = 0; /* WRAP 1 */
data->states[idx++] = 0; /* WRAP 2 */
data->states[idx++] = 0; /* WRAP 3 */
data->states[idx++] = 0; /* WRAP 4 */
data->states[idx++] = 0; /* WRAP 5 */
data->states[idx++] = 0; /* WRAP 6 */
data->states[idx++] = 0; /* WRAP 7 */
data->states[idx++] = TRUE; /* CLIPPING */
data->states[idx++] = TRUE; /* LIGHTING */
data->states[idx++] = 0; /* AMBIENT */
data->states[idx++] = D3DFOG_NONE; /* FOGVERTEXMODE */
data->states[idx++] = TRUE; /* COLORVERTEX */
data->states[idx++] = TRUE; /* LOCALVIEWER */
data->states[idx++] = FALSE; /* NORMALIZENORMALS */
data->states[idx++] = D3DMCS_COLOR1; /* DIFFUSEMATERIALSOURCE */
data->states[idx++] = D3DMCS_COLOR2; /* SPECULARMATERIALSOURCE */
data->states[idx++] = D3DMCS_MATERIAL; /* AMBIENTMATERIALSOURCE */
data->states[idx++] = D3DMCS_MATERIAL; /* EMISSIVEMATERIALSOURCE */
data->states[idx++] = D3DVBF_DISABLE; /* VERTEXBLEND */
data->states[idx++] = 0; /* CLIPPLANEENABLE */
if (0) data->states[idx++] = to_dword(1.0f); /* POINTSIZE, driver dependent, increase array size to enable */
data->states[idx++] = to_dword(0.0f); /* POINTSIZEMIN */
data->states[idx++] = FALSE; /* POINTSPRITEENABLE */
data->states[idx++] = FALSE; /* POINTSCALEENABLE */
data->states[idx++] = to_dword(1.0f); /* POINTSCALE_A */
data->states[idx++] = to_dword(0.0f); /* POINTSCALE_B */
data->states[idx++] = to_dword(0.0f); /* POINTSCALE_C */
data->states[idx++] = TRUE; /* MULTISAMPLEANTIALIAS */
data->states[idx++] = 0xFFFFFFFF; /* MULTISAMPLEMASK */
data->states[idx++] = D3DPATCHEDGE_DISCRETE; /* PATCHEDGESTYLE */
if (0) data->states[idx++] = 0xbaadcafe; /* DEBUGMONITORTOKEN, not recorded in the stateblock */
data->states[idx++] = to_dword(rsarg->pointsize_max); /* POINTSIZE_MAX */
data->states[idx++] = FALSE; /* INDEXEDVERTEXBLENDENABLE */
data->states[idx++] = 0x0000000F; /* COLORWRITEENABLE */
data->states[idx++] = to_dword(0.0f); /* TWEENFACTOR */
data->states[idx++] = D3DBLENDOP_ADD; /* BLENDOP */
}
static void render_state_poison_data_init(struct render_state_data *data)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
data->states[i] = 0x1337c0de;
}
}
static void render_state_test_data_init(struct render_state_data *data)
{
unsigned int idx = 0;
data->states[idx++] = D3DZB_USEW; /* ZENABLE */
data->states[idx++] = D3DFILL_WIREFRAME; /* FILLMODE */
data->states[idx++] = D3DSHADE_PHONG; /* SHADEMODE */
data->states[idx++] = FALSE; /* ZWRITEENABLE */
data->states[idx++] = TRUE; /* ALPHATESTENABLE */
data->states[idx++] = FALSE; /* LASTPIXEL */
data->states[idx++] = D3DBLEND_SRCALPHASAT; /* SRCBLEND */
data->states[idx++] = D3DBLEND_INVDESTALPHA; /* DESTBLEND */
data->states[idx++] = D3DCULL_CW; /* CULLMODE */
data->states[idx++] = D3DCMP_NOTEQUAL; /* ZFUNC */
data->states[idx++] = 10; /* ALPHAREF */
data->states[idx++] = D3DCMP_GREATER; /* ALPHAFUNC */
data->states[idx++] = TRUE; /* DITHERENABLE */
data->states[idx++] = TRUE; /* ALPHABLENDENABLE */
data->states[idx++] = TRUE; /* FOGENABLE */
data->states[idx++] = TRUE; /* SPECULARENABLE */
data->states[idx++] = 1u << 31; /* FOGCOLOR */
data->states[idx++] = D3DFOG_EXP; /* FOGTABLEMODE */
data->states[idx++] = to_dword(0.1f); /* FOGSTART */
data->states[idx++] = to_dword(0.8f); /* FOGEND */
data->states[idx++] = to_dword(0.5f); /* FOGDENSITY */
data->states[idx++] = TRUE; /* RANGEFOGENABLE */
data->states[idx++] = TRUE; /* STENCILENABLE */
data->states[idx++] = D3DSTENCILOP_INCRSAT; /* STENCILFAIL */
data->states[idx++] = D3DSTENCILOP_REPLACE; /* STENCILZFAIL */
data->states[idx++] = D3DSTENCILOP_INVERT; /* STENCILPASS */
data->states[idx++] = D3DCMP_LESS; /* STENCILFUNC */
data->states[idx++] = 10; /* STENCILREF */
data->states[idx++] = 0xFF00FF00; /* STENCILMASK */
data->states[idx++] = 0x00FF00FF; /* STENCILWRITEMASK */
data->states[idx++] = 0xF0F0F0F0; /* TEXTUREFACTOR */
data->states[idx++] = D3DWRAPCOORD_0 | D3DWRAPCOORD_2; /* WRAP 0 */
data->states[idx++] = D3DWRAPCOORD_1 | D3DWRAPCOORD_3; /* WRAP 1 */
data->states[idx++] = D3DWRAPCOORD_2 | D3DWRAPCOORD_3; /* WRAP 2 */
data->states[idx++] = D3DWRAPCOORD_3 | D3DWRAPCOORD_0; /* WRAP 4 */
data->states[idx++] = D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2; /* WRAP 5 */
data->states[idx++] = D3DWRAPCOORD_1 | D3DWRAPCOORD_3 | D3DWRAPCOORD_2; /* WRAP 6 */
data->states[idx++] = D3DWRAPCOORD_2 | D3DWRAPCOORD_1 | D3DWRAPCOORD_0; /* WRAP 7 */
data->states[idx++] = D3DWRAPCOORD_1 | D3DWRAPCOORD_0 | D3DWRAPCOORD_2 | D3DWRAPCOORD_3; /* WRAP 8 */
data->states[idx++] = FALSE; /* CLIPPING */
data->states[idx++] = FALSE; /* LIGHTING */
data->states[idx++] = 255 << 16; /* AMBIENT */
data->states[idx++] = D3DFOG_EXP2; /* FOGVERTEXMODE */
data->states[idx++] = FALSE; /* COLORVERTEX */
data->states[idx++] = FALSE; /* LOCALVIEWER */
data->states[idx++] = TRUE; /* NORMALIZENORMALS */
data->states[idx++] = D3DMCS_COLOR2; /* DIFFUSEMATERIALSOURCE */
data->states[idx++] = D3DMCS_MATERIAL; /* SPECULARMATERIALSOURCE */
data->states[idx++] = D3DMCS_COLOR1; /* AMBIENTMATERIALSOURCE */
data->states[idx++] = D3DMCS_COLOR2; /* EMISSIVEMATERIALSOURCE */
data->states[idx++] = D3DVBF_3WEIGHTS; /* VERTEXBLEND */
data->states[idx++] = 0xf1f1f1f1; /* CLIPPLANEENABLE */
if (0) data->states[idx++] = to_dword(32.0f);/* POINTSIZE, driver dependent, increase array size to enable */
data->states[idx++] = to_dword(0.7f); /* POINTSIZEMIN */
data->states[idx++] = TRUE; /* POINTSPRITEENABLE */
data->states[idx++] = TRUE; /* POINTSCALEENABLE */
data->states[idx++] = to_dword(0.7f); /* POINTSCALE_A */
data->states[idx++] = to_dword(0.5f); /* POINTSCALE_B */
data->states[idx++] = to_dword(0.4f); /* POINTSCALE_C */
data->states[idx++] = FALSE; /* MULTISAMPLEANTIALIAS */
data->states[idx++] = 0xABCDDBCA; /* MULTISAMPLEMASK */
data->states[idx++] = D3DPATCHEDGE_CONTINUOUS; /* PATCHEDGESTYLE */
if (0) data->states[idx++] = D3DDMT_DISABLE; /* DEBUGMONITORTOKEN, not recorded in the stateblock */
data->states[idx++] = to_dword(77.0f); /* POINTSIZE_MAX */
data->states[idx++] = TRUE; /* INDEXEDVERTEXBLENDENABLE */
data->states[idx++] = 0x00000009; /* COLORWRITEENABLE */
data->states[idx++] = to_dword(0.2f); /* TWEENFACTOR */
data->states[idx++] = D3DBLENDOP_REVSUBTRACT;/* BLENDOP */
}
static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_test *test)
{
static const DWORD states_vertex[] =
{
D3DRS_AMBIENT,
D3DRS_AMBIENTMATERIALSOURCE,
D3DRS_CLIPPING,
D3DRS_CLIPPLANEENABLE,
D3DRS_COLORVERTEX,
D3DRS_CULLMODE,
D3DRS_DIFFUSEMATERIALSOURCE,
D3DRS_EMISSIVEMATERIALSOURCE,
D3DRS_FOGCOLOR,
D3DRS_FOGDENSITY,
D3DRS_FOGENABLE,
D3DRS_FOGEND,
D3DRS_FOGSTART,
D3DRS_FOGTABLEMODE,
D3DRS_FOGVERTEXMODE,
D3DRS_INDEXEDVERTEXBLENDENABLE,
D3DRS_LIGHTING,
D3DRS_LOCALVIEWER,
D3DRS_MULTISAMPLEANTIALIAS,
D3DRS_MULTISAMPLEMASK,
D3DRS_NORMALIZENORMALS,
D3DRS_PATCHEDGESTYLE,
D3DRS_POINTSCALE_A,
D3DRS_POINTSCALE_B,
D3DRS_POINTSCALE_C,
D3DRS_POINTSCALEENABLE,
D3DRS_POINTSIZE,
D3DRS_POINTSIZE_MAX,
D3DRS_POINTSIZE_MIN,
D3DRS_POINTSPRITEENABLE,
D3DRS_RANGEFOGENABLE,
D3DRS_SHADEMODE,
D3DRS_SPECULARENABLE,
D3DRS_SPECULARMATERIALSOURCE,
D3DRS_TWEENFACTOR,
D3DRS_VERTEXBLEND,
};
static const DWORD states_pixel[] =
{
D3DRS_ALPHABLENDENABLE,
D3DRS_ALPHAFUNC,
D3DRS_ALPHAREF,
D3DRS_ALPHATESTENABLE,
D3DRS_BLENDOP,
D3DRS_COLORWRITEENABLE,
D3DRS_DESTBLEND,
D3DRS_DITHERENABLE,
D3DRS_FILLMODE,
D3DRS_FOGDENSITY,
D3DRS_FOGEND,
D3DRS_FOGSTART,
D3DRS_LASTPIXEL,
D3DRS_SHADEMODE,
D3DRS_SRCBLEND,
D3DRS_STENCILENABLE,
D3DRS_STENCILFAIL,
D3DRS_STENCILFUNC,
D3DRS_STENCILMASK,
D3DRS_STENCILPASS,
D3DRS_STENCILREF,
D3DRS_STENCILWRITEMASK,
D3DRS_STENCILZFAIL,
D3DRS_TEXTUREFACTOR,
D3DRS_WRAP0,
D3DRS_WRAP1,
D3DRS_WRAP2,
D3DRS_WRAP3,
D3DRS_WRAP4,
D3DRS_WRAP5,
D3DRS_WRAP6,
D3DRS_WRAP7,
D3DRS_ZENABLE,
D3DRS_ZFUNC,
D3DRS_ZWRITEENABLE,
};
const struct render_state_arg *rsarg = test->test_arg;
unsigned int i, j;
struct render_state_context *ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
if (!ctx) return E_FAIL;
test->test_context = ctx;
test->default_data = &ctx->default_data_buffer;
test->initial_data = &ctx->default_data_buffer;
test->test_data_in = &ctx->test_data_all_buffer;
test->test_data_out_all = &ctx->test_data_all_buffer;
test->test_data_out_vertex = &ctx->test_data_vertex_buffer;
test->test_data_out_pixel = &ctx->test_data_pixel_buffer;
render_state_default_data_init(rsarg, &ctx->default_data_buffer);
render_state_test_data_init(&ctx->test_data_all_buffer);
render_state_poison_data_init(&ctx->poison_data_buffer);
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
ctx->test_data_vertex_buffer.states[i] = ctx->default_data_buffer.states[i];
for (j = 0; j < ARRAY_SIZE(states_vertex); ++j)
{
if (render_state_indices[i] == states_vertex[j])
{
ctx->test_data_vertex_buffer.states[i] = ctx->test_data_all_buffer.states[i];
break;
}
}
ctx->test_data_pixel_buffer.states[i] = ctx->default_data_buffer.states[i];
for (j = 0; j < ARRAY_SIZE(states_pixel); ++j)
{
if (render_state_indices[i] == states_pixel[j])
{
ctx->test_data_pixel_buffer.states[i] = ctx->test_data_all_buffer.states[i];
break;
}
}
}
return D3D_OK;
}
static void render_state_test_cleanup(IDirect3DDevice8 *device, struct state_test *test)
{
HeapFree(GetProcessHeap(), 0, test->test_context);
}
static void render_states_queue_test(struct state_test *test, const struct render_state_arg *test_arg)
{
test->init = render_state_test_init;
test->cleanup = render_state_test_cleanup;
test->apply_data = render_state_apply_data;
test->check_data = render_state_check_data;
test->test_name = "set_get_render_states";
test->test_arg = test_arg;
}
/* resource tests */
struct resource_test_arg
{
DWORD vs_version;
DWORD ps_version;
UINT stream_count;
UINT tex_count;
};
struct resource_test_data
{
DWORD vs;
DWORD ps;
IDirect3DIndexBuffer8 *ib;
IDirect3DVertexBuffer8 **vb;
IDirect3DTexture8 **tex;
};
struct resource_test_context
{
struct resource_test_data default_data;
struct resource_test_data test_data_all;
struct resource_test_data test_data_vertex;
struct resource_test_data test_data_pixel;
struct resource_test_data poison_data;
};
static void resource_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data)
{
const struct resource_test_arg *arg = test->test_arg;
const struct resource_test_data *d = data;
unsigned int i;
HRESULT hr;
hr = IDirect3DDevice8_SetVertexShader(device, d->vs);
ok(SUCCEEDED(hr), "SetVertexShader (%u) returned %#x.\n", d->vs, hr);
hr = IDirect3DDevice8_SetPixelShader(device, d->ps);
ok(SUCCEEDED(hr), "SetPixelShader (%u) returned %#x.\n", d->ps, hr);
hr = IDirect3DDevice8_SetIndices(device, d->ib, 0);
ok(SUCCEEDED(hr), "SetIndices (%p) returned %#x.\n", d->ib, hr);
for (i = 0; i < arg->stream_count; ++i)
{
hr = IDirect3DDevice8_SetStreamSource(device, i, d->vb[i], 64);
ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#x.\n",
i, d->vb[i], hr);
}
for (i = 0; i < arg->tex_count; ++i)
{
hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)d->tex[i]);
ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#x.\n", i, d->tex[i], hr);
}
}
static void resource_check_data(IDirect3DDevice8 *device, const struct state_test *test,
const void *expected_data, unsigned int chain_stage)
{
const struct resource_test_context *ctx = test->test_context;
const struct resource_test_data *poison = &ctx->poison_data;
const struct resource_test_arg *arg = test->test_arg;
const struct resource_test_data *d = expected_data;
unsigned int i;
HRESULT hr;
void *ptr;
DWORD v;
v = poison->vs;
hr = IDirect3DDevice8_GetVertexShader(device, &v);
ok(SUCCEEDED(hr), "GetVertexShader returned %#x.\n", hr);
ok(v == d->vs, "Chain stage %u, expected vertex shader %#x, received %#x.\n",
chain_stage, d->vs, v);
v = poison->ps;
hr = IDirect3DDevice8_GetPixelShader(device, &v);
ok(SUCCEEDED(hr), "GetPixelShader returned %#x.\n", hr);
ok(v == d->ps, "Chain stage %u, expected pixel shader %#x, received %#x.\n",
chain_stage, d->ps, v);
ptr = poison->ib;
hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &v);
ok(SUCCEEDED(hr), "GetIndices returned %#x.\n", hr);
ok(ptr == d->ib, "Chain stage %u, expected index buffer %p, received %p.\n",
chain_stage, d->ib, ptr);
if (SUCCEEDED(hr) && ptr)
{
IDirect3DIndexBuffer8_Release((IDirect3DIndexBuffer8 *)ptr);
}
for (i = 0; i < arg->stream_count; ++i)
{
ptr = poison->vb[i];
hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &v);
ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#x.\n", i, hr);
ok(ptr == d->vb[i], "Chain stage %u, stream %u, expected vertex buffer %p, received %p.\n",
chain_stage, i, d->vb[i], ptr);
if (SUCCEEDED(hr) && ptr)
{
IDirect3DIndexBuffer8_Release((IDirect3DVertexBuffer8 *)ptr);
}
}
for (i = 0; i < arg->tex_count; ++i)
{
ptr = poison->tex[i];
hr = IDirect3DDevice8_GetTexture(device, i, (IDirect3DBaseTexture8 **)&ptr);
ok(SUCCEEDED(hr), "SetTexture (%u) returned %#x.\n", i, hr);
ok(ptr == d->tex[i], "Chain stage %u, texture stage %u, expected texture %p, received %p.\n",
chain_stage, i, d->tex[i], ptr);
if (SUCCEEDED(hr) && ptr)
{
IDirect3DBaseTexture8_Release((IDirect3DBaseTexture8 *)ptr);
}
}
}
static void resource_default_data_init(struct resource_test_data *data, const struct resource_test_arg *arg)
{
unsigned int i;
data->vs = 0;
data->ps = 0;
data->ib = NULL;
data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
for (i = 0; i < arg->stream_count; ++i)
{
data->vb[i] = NULL;
}
data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
for (i = 0; i < arg->tex_count; ++i)
{
data->tex[i] = NULL;
}
}
static void resource_test_data_init(IDirect3DDevice8 *device,
struct resource_test_data *data, const struct resource_test_arg *arg)
{
static const DWORD vs_code[] =
{
0xfffe0101, /* vs_1_1 */
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 const DWORD ps_code[] =
{
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 */
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_END(),
};
unsigned int i;
HRESULT hr;
if (arg->vs_version)
{
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &data->vs, 0);
ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#x.\n", hr);
}
if (arg->ps_version)
{
hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &data->ps);
ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#x.\n", hr);
}
hr = IDirect3DDevice8_CreateIndexBuffer(device, 64, D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &data->ib);
ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#x.\n", hr);
data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
for (i = 0; i < arg->stream_count; ++i)
{
hr = IDirect3DDevice8_CreateVertexBuffer(device, 64, D3DUSAGE_DYNAMIC,
0, D3DPOOL_DEFAULT, &data->vb[i]);
ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#x.\n", i, hr);
}
data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
for (i = 0; i < arg->tex_count; ++i)
{
hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 0, 0,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &data->tex[i]);
ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#x.\n", i, hr);
}
}
static void resource_poison_data_init(struct resource_test_data *data, const struct resource_test_arg *arg)
{
DWORD_PTR poison = 0xdeadbeef;
unsigned int i;
data->vs = poison++;
data->ps = poison++;
data->ib = (IDirect3DIndexBuffer8 *)poison++;
data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
for (i = 0; i < arg->stream_count; ++i)
{
data->vb[i] = (IDirect3DVertexBuffer8 *)poison++;
}
data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
for (i = 0; i < arg->tex_count; ++i)
{
data->tex[i] = (IDirect3DTexture8 *)poison++;
}
}
static HRESULT resource_test_init(IDirect3DDevice8 *device, struct state_test *test)
{
const struct resource_test_arg *arg = test->test_arg;
struct resource_test_context *ctx;
ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
if (!ctx) return E_OUTOFMEMORY;
test->test_context = ctx;
test->test_data_in = &ctx->test_data_all;
test->test_data_out_all = &ctx->test_data_all;
test->test_data_out_vertex = &ctx->test_data_vertex;
test->test_data_out_pixel = &ctx->test_data_pixel;
test->default_data = &ctx->default_data;
test->initial_data = &ctx->default_data;
resource_default_data_init(&ctx->default_data, arg);
resource_test_data_init(device, &ctx->test_data_all, arg);
resource_default_data_init(&ctx->test_data_vertex, arg);
resource_default_data_init(&ctx->test_data_pixel, arg);
resource_poison_data_init(&ctx->poison_data, arg);
ctx->test_data_vertex.vs = ctx->test_data_all.vs;
ctx->test_data_pixel.ps = ctx->test_data_all.ps;
return D3D_OK;
}
static void resource_test_cleanup(IDirect3DDevice8 *device, struct state_test *test)
{
struct resource_test_context *ctx = test->test_context;
const struct resource_test_arg *arg = test->test_arg;
unsigned int i;
HRESULT hr;
resource_apply_data(device, test, &ctx->default_data);
if (ctx->test_data_all.vs)
{
hr = IDirect3DDevice8_DeleteVertexShader(device, ctx->test_data_all.vs);
ok(SUCCEEDED(hr), "DeleteVertexShader (%u) returned %#x.\n", ctx->test_data_all.vs, hr);
}
if (ctx->test_data_all.ps)
{
hr = IDirect3DDevice8_DeletePixelShader(device, ctx->test_data_all.ps);
ok(SUCCEEDED(hr), "DeletePixelShader (%u) returned %#x.\n", ctx->test_data_all.ps, hr);
}
IDirect3DIndexBuffer8_Release(ctx->test_data_all.ib);
for (i = 0; i < arg->stream_count; ++i)
{
IDirect3DVertexBuffer8_Release(ctx->test_data_all.vb[i]);
}
for (i = 0; i < arg->tex_count; ++i)
{
IDirect3DBaseTexture8_Release(ctx->test_data_all.tex[i]);
}
HeapFree(GetProcessHeap(), 0, ctx->default_data.vb);
HeapFree(GetProcessHeap(), 0, ctx->default_data.tex);
HeapFree(GetProcessHeap(), 0, ctx->test_data_all.vb);
HeapFree(GetProcessHeap(), 0, ctx->test_data_all.tex);
HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.vb);
HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.tex);
HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.vb);
HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.tex);
HeapFree(GetProcessHeap(), 0, ctx->poison_data.vb);
HeapFree(GetProcessHeap(), 0, ctx->poison_data.tex);
HeapFree(GetProcessHeap(), 0, ctx);
}
static void resource_test_queue(struct state_test *test, const struct resource_test_arg *test_arg)
{
test->init = resource_test_init;
test->cleanup = resource_test_cleanup;
test->apply_data = resource_apply_data;
test->check_data = resource_check_data;
test->test_name = "set_get_resources";
test->test_arg = test_arg;
}
/* =================== Main state tests function =============================== */
static void test_state_management(void)
{
struct shader_constant_arg pshader_constant_arg;
struct shader_constant_arg vshader_constant_arg;
struct resource_test_arg resource_test_arg;
struct render_state_arg render_state_arg;
D3DPRESENT_PARAMETERS present_parameters;
struct light_arg light_arg;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
/* Test count: 2 for shader constants
* 1 for lights
* 1 for transforms
* 1 for render states
* 1 for resources
*/
struct state_test tests[6];
unsigned int tcount = 0;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
if (!(d3d = Direct3DCreate8(D3D_SDK_VERSION)))
{
skip("Failed to create a D3D object, skipping tests.\n");
DestroyWindow(window);
return;
}
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = window;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
if (FAILED(IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device)))
{
skip("Failed to create a 3D device, skipping test.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
texture_stages = caps.MaxTextureBlendStages;
/* Zero test memory */
memset(tests, 0, sizeof(tests));
if (caps.VertexShaderVersion & 0xffff)
{
vshader_constant_arg.idx = 0;
vshader_constant_arg.pshader = FALSE;
shader_constants_queue_test(&tests[tcount++], &vshader_constant_arg);
}
if (caps.PixelShaderVersion & 0xffff)
{
pshader_constant_arg.idx = 0;
pshader_constant_arg.pshader = TRUE;
shader_constants_queue_test(&tests[tcount++], &pshader_constant_arg);
}
light_arg.idx = 0;
lights_queue_test(&tests[tcount++], &light_arg);
transform_queue_test(&tests[tcount++]);
render_state_arg.device_pparams = &present_parameters;
render_state_arg.pointsize_max = caps.MaxPointSize;
render_states_queue_test(&tests[tcount++], &render_state_arg);
resource_test_arg.vs_version = caps.VertexShaderVersion & 0xffff;
resource_test_arg.ps_version = caps.PixelShaderVersion & 0xffff;
resource_test_arg.stream_count = caps.MaxStreams;
resource_test_arg.tex_count = caps.MaxTextureBlendStages;
resource_test_queue(&tests[tcount++], &resource_test_arg);
execute_test_chain_all(device, tests, tcount);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(stateblock)
{
test_state_management();
}