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;
static HWND create_window(void)
{
WNDCLASS wc = {0};
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "d3d8_test_wc";
RegisterClass(&wc);
return CreateWindow("d3d8_test_wc", "d3d8_test", 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
static HRESULT init_d3d8(HMODULE d3d8_module, IDirect3DDevice8 **device, D3DPRESENT_PARAMETERS *device_pparams)
{
IDirect3D8 * (WINAPI *d3d8_create)(UINT SDKVersion) = 0;
D3DDISPLAYMODE d3ddm;
IDirect3D8 *d3d8 = 0;
HWND window;
HRESULT hr;
d3d8_create = (void *)GetProcAddress(d3d8_module, "Direct3DCreate8");
if (!d3d8_create) return E_FAIL;
d3d8 = d3d8_create(D3D_SDK_VERSION);
if (!d3d8)
{
skip("Failed to create D3D8 object.\n");
return E_FAIL;
}
window = create_window();
IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm);
memset(device_pparams, 0, sizeof(*device_pparams));
device_pparams->Windowed = TRUE;
device_pparams->SwapEffect = D3DSWAPEFFECT_DISCARD;
device_pparams->BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, device_pparams, device);
ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE || broken(hr == D3DERR_INVALIDCALL),
"IDirect3D8_CreateDevice failed, hr %#x.\n", hr);
return hr;
}
static void test_begin_end_state_block(IDirect3DDevice8 *device)
{
DWORD state_block;
HRESULT hr;
/* Should succeed */
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#x.\n", hr);
if (FAILED(hr)) return;
/* Calling BeginStateBlock while recording should return D3DERR_INVALIDCALL */
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(hr == D3DERR_INVALIDCALL, "BeginStateBlock returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
if (hr != D3DERR_INVALIDCALL) return;
/* Should succeed */
state_block = 0xdeadbeef;
hr = IDirect3DDevice8_EndStateBlock(device, &state_block);
ok(SUCCEEDED(hr) && state_block && state_block != 0xdeadbeef,
"EndStateBlock returned: hr %#x, state_block %#x. "
"Expected hr %#x, state_block != 0, state_block != 0xdeadbeef.\n", hr, state_block, D3D_OK);
IDirect3DDevice8_DeleteStateBlock(device, state_block);
/* Calling EndStateBlock while not recording should return D3DERR_INVALIDCALL.
* state_block should not be touched. */
state_block = 0xdeadbeef;
hr = IDirect3DDevice8_EndStateBlock(device, &state_block);
ok(hr == D3DERR_INVALIDCALL && state_block == 0xdeadbeef,
"EndStateBlock returned: hr %#x, state_block %#x. "
"Expected hr %#x, state_block 0xdeadbeef.\n", hr, state_block, D3DERR_INVALIDCALL);
}
/* ============================ 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;
/* The poison data is the data to preinitialize the return buffer to */
const void *poison_data;
/* Return buffer */
void *return_data;
/* Size of the data samples above */
unsigned int data_size;
/* Test resource management handlers */
HRESULT (*setup_handler)(struct state_test *test);
void (*teardown_handler)(struct state_test *test);
/* Test data handlers */
void (*set_handler)(IDirect3DDevice8 *device, const struct state_test *test, const void *data_in);
void (*get_handler)(IDirect3DDevice8 *device, const struct state_test *test, void *data_out);
void (*print_handler)(const struct state_test *test, const void *data);
/* Test arguments */
const void *test_arg;
/* Test-specific context data */
void *test_context;
};
/* See below for explanation of the flags */
#define EVENT_OK 0x00
#define EVENT_CHECK_DEFAULT 0x01
#define EVENT_CHECK_INITIAL 0x02
#define EVENT_CHECK_TEST 0x04
#define EVENT_ERROR 0x08
#define EVENT_APPLY_DATA 0x10
struct event
{
int (*event_fn)(IDirect3DDevice8 *device, void *arg);
int status;
};
/* 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, void *event_arg)
{
unsigned int i = 0, j;
int outcome;
/* For each queued event */
for (j = 0; j < nevents; ++j)
{
/* Execute the next event handler (if available) or just set the supplied status */
outcome = event[j].status;
if (event[j].event_fn) outcome |= event[j].event_fn(device, event_arg);
/* Now verify correct outcome depending on what was signaled by the handler.
* An EVENT_CHECK_TEST signal means check the returned data against the test_data (out).
* An EVENT_CHECK_DEFAULT signal means check the returned data against the default_data.
* An EVENT_CHECK_INITIAL signal means check the returned data against the initial_data.
* An EVENT_ERROR signal means the test isn't going to work, exit the event loop.
* An EVENT_APPLY_DATA signal means load the test data (after checks) */
if (outcome & EVENT_ERROR)
{
trace("Test %s, Stage %u in error state, aborting\n", test[i].test_name, j);
break;
}
else if (outcome & EVENT_CHECK_TEST || outcome & EVENT_CHECK_DEFAULT || outcome & EVENT_CHECK_INITIAL)
{
for (i = 0; i < ntests; ++i)
{
memcpy(test[i].return_data, test[i].poison_data, test[i].data_size);
test[i].get_handler(device, &test[i], test[i].return_data);
if (outcome & EVENT_CHECK_TEST)
{
BOOL test_failed = memcmp(test[i].test_data_out, test[i].return_data, test[i].data_size);
ok(!test_failed, "Test %s, Stage %u: returned data does not match test data [csize=%u]\n",
test[i].test_name, j, test[i].data_size);
if (test_failed && test[i].print_handler)
{
trace("Returned data was:\n");
test[i].print_handler(&test[i], test[i].return_data);
trace("Test data was:\n");
test[i].print_handler(&test[i], test[i].test_data_out);
}
}
else if (outcome & EVENT_CHECK_DEFAULT)
{
BOOL test_failed = memcmp(test[i].default_data, test[i].return_data, test[i].data_size);
ok(!test_failed, "Test %s, Stage %u: returned data does not match default data [csize=%u]\n",
test[i].test_name, j, test[i].data_size);
if (test_failed && test[i].print_handler)
{
trace("Returned data was:\n");
test[i].print_handler(&test[i], test[i].return_data);
trace("Default data was:\n");
test[i].print_handler(&test[i], test[i].default_data);
}
}
else if (outcome & EVENT_CHECK_INITIAL)
{
BOOL test_failed = memcmp(test[i].initial_data, test[i].return_data, test[i].data_size);
ok(!test_failed, "Test %s, Stage %u: returned data does not match initial data [csize=%u]\n",
test[i].test_name, j, test[i].data_size);
if (test_failed && test[i].print_handler)
{
trace("Returned data was:\n");
test[i].print_handler(&test[i], test[i].return_data);
trace("Initial data was:\n");
test[i].print_handler(&test[i], test[i].initial_data);
}
}
}
}
if (outcome & EVENT_APPLY_DATA)
{
for (i = 0; i < ntests; ++i)
{
test[i].set_handler(device, &test[i], test[i].test_data_in);
}
}
}
/* Attempt to reset any changes made */
for (i=0; i < ntests; i++)
{
test[i].set_handler(device, &test[i], test[i].default_data);
}
}
struct event_data
{
DWORD stateblock;
IDirect3DSurface8 *original_render_target;
IDirect3DSwapChain8 *new_swap_chain;
};
static int switch_render_target(IDirect3DDevice8* device, void *data)
{
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DSwapChain8 *swapchain = NULL;
IDirect3DSurface8 *backbuffer = NULL;
struct event_data *edata = data;
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, &edata->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);
edata->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, void *data)
{
struct event_data *edata = data;
HRESULT hr;
/* Reset the old render target */
hr = IDirect3DDevice8_SetRenderTarget(device, edata->original_render_target, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr);
if (FAILED(hr))
{
IDirect3DSurface8_Release(edata->original_render_target);
return EVENT_ERROR;
}
IDirect3DSurface8_Release(edata->original_render_target);
IDirect3DSwapChain8_Release(edata->new_swap_chain);
return EVENT_OK;
}
static int begin_stateblock(IDirect3DDevice8 *device, void *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, void *data)
{
struct event_data *edata = data;
HRESULT hr;
hr = IDirect3DDevice8_EndStateBlock(device, &edata->stateblock);
ok(SUCCEEDED(hr), "EndStateBlock returned %#x.\n", hr);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int abort_stateblock(IDirect3DDevice8 *device, void *data)
{
struct event_data *edata = data;
IDirect3DDevice8_DeleteStateBlock(device, edata->stateblock);
return EVENT_OK;
}
static int apply_stateblock(IDirect3DDevice8 *device, void *data)
{
struct event_data *edata = data;
HRESULT hr;
hr = IDirect3DDevice8_ApplyStateBlock(device, edata->stateblock);
ok(SUCCEEDED(hr), "Apply returned %#x.\n", hr);
IDirect3DDevice8_DeleteStateBlock(device, edata->stateblock);
if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK;
}
static int capture_stateblock(IDirect3DDevice8 *device, void *data)
{
struct event_data *edata = data;
HRESULT hr;
hr = IDirect3DDevice8_CaptureStateBlock(device, edata->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, EVENT_CHECK_INITIAL},
};
struct event write_read_events[] =
{
{NULL, EVENT_APPLY_DATA},
{NULL, EVENT_CHECK_TEST},
};
struct event abort_stateblock_events[] =
{
{begin_stateblock, EVENT_APPLY_DATA},
{end_stateblock, EVENT_OK},
{abort_stateblock, EVENT_CHECK_DEFAULT},
};
struct event apply_stateblock_events[] =
{
{begin_stateblock, EVENT_APPLY_DATA},
{end_stateblock, EVENT_OK},
{apply_stateblock, EVENT_CHECK_TEST},
};
struct event capture_reapply_stateblock_events[] =
{
{begin_stateblock, EVENT_APPLY_DATA},
{end_stateblock, EVENT_OK},
{capture_stateblock, EVENT_CHECK_DEFAULT | EVENT_APPLY_DATA},
{apply_stateblock, EVENT_CHECK_DEFAULT},
};
struct event rendertarget_switch_events[] =
{
{NULL, EVENT_APPLY_DATA},
{switch_render_target, EVENT_CHECK_TEST},
{revert_render_target, EVENT_OK},
};
struct event rendertarget_stateblock_events[] =
{
{begin_stateblock, EVENT_APPLY_DATA},
{switch_render_target, EVENT_CHECK_DEFAULT},
{end_stateblock, EVENT_OK},
{revert_render_target, EVENT_OK},
{apply_stateblock, EVENT_CHECK_TEST},
};
/* Setup each test for execution */
for (i = 0; i < ntests; ++i)
{
hr = test[i].setup_handler(&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 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)
{
test[i].teardown_handler(&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;
};
struct shader_constant_context
{
struct shader_constant_data return_data_buffer;
};
static void shader_constant_print_handler(const struct state_test *test, const void *data)
{
const struct shader_constant_data *scdata = data;
trace("Float constant = { %f, %f, %f, %f }\n",
scdata->float_constant[0], scdata->float_constant[1],
scdata->float_constant[2], scdata->float_constant[3]);
}
static void shader_constant_set_handler(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_get_handler(IDirect3DDevice8* device, const struct state_test *test, void *data)
{
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_GetVertexShaderConstant(device, index, scdata->float_constant, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x.\n", hr);
}
else
{
hr = IDirect3DDevice8_GetPixelShaderConstant(device, index, scdata->float_constant, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x.\n", hr);
}
}
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 HRESULT shader_constant_setup_handler(struct state_test *test)
{
struct shader_constant_context *ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
if (!ctx) return E_FAIL;
test->test_context = ctx;
test->return_data = &ctx->return_data_buffer;
test->test_data_in = &shader_constant_test_data;
test->test_data_out = &shader_constant_test_data;
test->default_data = &shader_constant_default_data;
test->initial_data = &shader_constant_default_data;
test->poison_data = &shader_constant_poison_data;
test->data_size = sizeof(struct shader_constant_data);
return D3D_OK;
}
static void shader_constant_teardown_handler(struct state_test *test)
{
HeapFree(GetProcessHeap(), 0, test->test_context);
}
static void shader_constants_queue_test(struct state_test *test, const struct shader_constant_arg *test_arg)
{
test->setup_handler = shader_constant_setup_handler;
test->teardown_handler = shader_constant_teardown_handler;
test->set_handler = shader_constant_set_handler;
test->get_handler = shader_constant_get_handler;
test->print_handler = shader_constant_print_handler;
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;
};
struct light_context
{
struct light_data return_data_buffer;
};
static void light_print_handler(const struct state_test *test, const void *data)
{
const struct light_data *ldata = data;
trace("Get Light return value: %#x\n", ldata->get_light_result);
trace("Get Light enable return value: %#x\n", ldata->get_enabled_result);
trace("Light Enabled = %u\n", ldata->enabled);
trace("Light Type = %u\n", ldata->light.Type);
trace("Light Diffuse = { %f, %f, %f, %f }\n",
ldata->light.Diffuse.r, ldata->light.Diffuse.g,
ldata->light.Diffuse.b, ldata->light.Diffuse.a);
trace("Light Specular = { %f, %f, %f, %f}\n",
ldata->light.Specular.r, ldata->light.Specular.g,
ldata->light.Specular.b, ldata->light.Specular.a);
trace("Light Ambient = { %f, %f, %f, %f }\n",
ldata->light.Ambient.r, ldata->light.Ambient.g,
ldata->light.Ambient.b, ldata->light.Ambient.a);
trace("Light Position = { %f, %f, %f }\n",
ldata->light.Position.x, ldata->light.Position.y, ldata->light.Position.z);
trace("Light Direction = { %f, %f, %f }\n",
ldata->light.Direction.x, ldata->light.Direction.y, ldata->light.Direction.z);
trace("Light Range = %f\n", ldata->light.Range);
trace("Light Fallof = %f\n", ldata->light.Falloff);
trace("Light Attenuation0 = %f\n", ldata->light.Attenuation0);
trace("Light Attenuation1 = %f\n", ldata->light.Attenuation1);
trace("Light Attenuation2 = %f\n", ldata->light.Attenuation2);
trace("Light Theta = %f\n", ldata->light.Theta);
trace("Light Phi = %f\n", ldata->light.Phi);
}
static void light_set_handler(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_get_handler(IDirect3DDevice8 *device, const struct state_test *test, void *data)
{
struct light_data *ldata = data;
const struct light_arg *larg = test->test_arg;
unsigned int index = larg->idx;
HRESULT hr;
hr = IDirect3DDevice8_GetLightEnable(device, index, &ldata->enabled);
ldata->get_enabled_result = hr;
hr = IDirect3DDevice8_GetLight(device, index, &ldata->light);
ldata->get_light_result = hr;
}
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 HRESULT light_setup_handler(struct state_test *test)
{
struct light_context *ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
if (!ctx) return E_FAIL;
test->test_context = ctx;
test->return_data = &ctx->return_data_buffer;
test->test_data_in = &light_test_data_in;
test->test_data_out = &light_test_data_out;
test->default_data = &light_default_data;
test->initial_data = &light_initial_data;
test->poison_data = &light_poison_data;
test->data_size = sizeof(struct light_data);
return D3D_OK;
}
static void light_teardown_handler(struct state_test *test)
{
HeapFree(GetProcessHeap(), 0, test->test_context);
}
static void lights_queue_test(struct state_test *test, const struct light_arg *test_arg)
{
test->setup_handler = light_setup_handler;
test->teardown_handler = light_teardown_handler;
test->set_handler = light_set_handler;
test->get_handler = light_get_handler;
test->print_handler = light_print_handler;
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;
};
struct transform_context
{
struct transform_data return_data_buffer;
};
static inline void print_matrix(const char *name, const D3DMATRIX *matrix)
{
trace("%s Matrix =\n{\n", name);
trace(" %f %f %f %f\n", U(*matrix).m[0][0], U(*matrix).m[1][0], U(*matrix).m[2][0], U(*matrix).m[3][0]);
trace(" %f %f %f %f\n", U(*matrix).m[0][1], U(*matrix).m[1][1], U(*matrix).m[2][1], U(*matrix).m[3][1]);
trace(" %f %f %f %f\n", U(*matrix).m[0][2], U(*matrix).m[1][2], U(*matrix).m[2][2], U(*matrix).m[3][2]);
trace(" %f %f %f %f\n", U(*matrix).m[0][3], U(*matrix).m[1][3], U(*matrix).m[2][3], U(*matrix).m[3][3]);
trace("}\n");
}
static void transform_print_handler(const struct state_test *test, const void *data)
{
const struct transform_data *tdata = data;
print_matrix("View", &tdata->view);
print_matrix("Projection", &tdata->projection);
print_matrix("Texture0", &tdata->texture0);
print_matrix("Texture7", &tdata->texture7);
print_matrix("World0", &tdata->world0);
print_matrix("World255", &tdata->world255);
}
static void transform_set_handler(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 transform_get_handler(IDirect3DDevice8 *device, const struct state_test *test, void *data)
{
struct transform_data *tdata = data;
HRESULT hr;
hr = IDirect3DDevice8_GetTransform(device, D3DTS_VIEW, &tdata->view);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_GetTransform(device, D3DTS_PROJECTION, &tdata->projection);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0, &tdata->texture0);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &tdata->texture7);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLD, &tdata->world0);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLDMATRIX(255), &tdata->world255);
ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr);
}
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 HRESULT transform_setup_handler(struct state_test *test)
{
struct transform_context *ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
if (!ctx) return E_FAIL;
test->test_context = ctx;
test->return_data = &ctx->return_data_buffer;
test->test_data_in = &transform_test_data;
test->test_data_out = &transform_test_data;
test->default_data = &transform_default_data;
test->initial_data = &transform_default_data;
test->poison_data = &transform_poison_data;
test->data_size = sizeof(struct transform_data);
return D3D_OK;
}
static void transform_teardown_handler(struct state_test *test)
{
HeapFree(GetProcessHeap(), 0, test->test_context);
}
static void transform_queue_test(struct state_test *test)
{
test->setup_handler = transform_setup_handler;
test->teardown_handler = transform_teardown_handler;
test->set_handler = transform_set_handler;
test->get_handler = transform_get_handler;
test->print_handler = transform_print_handler;
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, increase array size to enable */
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,
D3DRS_DEBUGMONITORTOKEN,
D3DRS_POINTSIZE_MAX,
D3DRS_INDEXEDVERTEXBLENDENABLE,
D3DRS_COLORWRITEENABLE,
D3DRS_TWEENFACTOR,
D3DRS_BLENDOP,
};
struct render_state_data
{
DWORD states[sizeof(render_state_indices) / sizeof(*render_state_indices)];
};
struct render_state_arg
{
D3DPRESENT_PARAMETERS *device_pparams;
float pointsize_max;
};
struct render_state_context
{
struct render_state_data return_data_buffer;
struct render_state_data default_data_buffer;
struct render_state_data test_data_buffer;
struct render_state_data poison_data_buffer;
};
static void render_state_set_handler(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 < sizeof(render_state_indices) / sizeof(*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_get_handler(IDirect3DDevice8 *device, const struct state_test *test, void *data)
{
struct render_state_data* rsdata = data;
unsigned int i;
HRESULT hr;
for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i)
{
hr = IDirect3DDevice8_GetRenderState(device, render_state_indices[i], &rsdata->states[i]);
ok(SUCCEEDED(hr), "GetRenderState returned %#x.\n", hr);
}
}
static void render_state_print_handler(const struct state_test *test, const void *data)
{
const struct render_state_data *rsdata = data;
unsigned int i;
for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i)
{
trace("Index = %u, Value = %#x\n", i, rsdata->states[i]);
}
}
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 */
data->states[idx++] = 0xbaadcafe; /* DEBUGMONITORTOKEN */
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 < sizeof(render_state_indices) / sizeof(*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++] = 255 << 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 */
data->states[idx++] = D3DDMT_DISABLE; /* DEBUGMONITORTOKEN */
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_setup_handler(struct state_test *test)
{
const struct render_state_arg *rsarg = test->test_arg;
struct render_state_context *ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
if (!ctx) return E_FAIL;
test->test_context = ctx;
test->return_data = &ctx->return_data_buffer;
test->default_data = &ctx->default_data_buffer;
test->initial_data = &ctx->default_data_buffer;
test->test_data_in = &ctx->test_data_buffer;
test->test_data_out = &ctx->test_data_buffer;
test->poison_data = &ctx->poison_data_buffer;
render_state_default_data_init(rsarg, &ctx->default_data_buffer);
render_state_test_data_init(&ctx->test_data_buffer);
render_state_poison_data_init(&ctx->poison_data_buffer);
test->data_size = sizeof(struct render_state_data);
return D3D_OK;
}
static void render_state_teardown_handler(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->setup_handler = render_state_setup_handler;
test->teardown_handler = render_state_teardown_handler;
test->set_handler = render_state_set_handler;
test->get_handler = render_state_get_handler;
test->print_handler = render_state_print_handler;
test->test_name = "set_get_render_states";
test->test_arg = test_arg;
}
/* =================== Main state tests function =============================== */
static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETERS *device_pparams)
{
D3DCAPS8 caps;
HRESULT hr;
/* Test count: 2 for shader constants
* 1 for lights
* 1 for transforms
* 1 for render states
*/
const int max_tests = 5;
struct state_test tests[5];
unsigned int tcount = 0;
struct shader_constant_arg pshader_constant_arg;
struct shader_constant_arg vshader_constant_arg;
struct render_state_arg render_state_arg;
struct light_arg light_arg;
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps returned %#x.\n", hr);
if (FAILED(hr)) return;
texture_stages = caps.MaxTextureBlendStages;
/* Zero test memory */
memset(tests, 0, max_tests * 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 = device_pparams;
render_state_arg.pointsize_max = caps.MaxPointSize;
render_states_queue_test(&tests[tcount++], &render_state_arg);
execute_test_chain_all(device, tests, tcount);
}
static void test_shader_constant_apply(IDirect3DDevice8 *device)
{
static const float initial[] = {0.0f, 0.0f, 0.0f, 0.0f};
static const float vs_const[] = {1.0f, 2.0f, 3.0f, 4.0f};
static const float ps_const[] = {5.0f, 6.0f, 7.0f, 8.0f};
DWORD stateblock;
float ret[4];
HRESULT hr;
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, initial, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, initial, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, initial, 1);
ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, initial, 1);
ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"GetVertexShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"GetVertexShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"GetpixelShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"GetPixelShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_const, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, ps_const, 1);
ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(SUCCEEDED(hr), "BeginStateBlock returned %#x\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, vs_const, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, ps_const, 1);
ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x\n", hr);
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock);
ok(SUCCEEDED(hr), "EndStateBlock returned %#x\n", hr);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, vs_const, sizeof(vs_const)),
"GetVertexShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"GetVertexShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, ps_const, sizeof(ps_const)),
"GetPixelShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"GetPixelShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock);
ok(SUCCEEDED(hr), "Apply returned %#x\n", hr);
/* Apply doesn't overwrite constants that aren't explicitly set on the source stateblock. */
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, vs_const, sizeof(vs_const)),
"GetVertexShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, vs_const, sizeof(vs_const)),
"GetVertexShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, ps_const, sizeof(ps_const)),
"GetPixelShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x\n", hr);
ok(!memcmp(ret, ps_const, sizeof(ps_const)),
"GetPixelShaderConstant got {%f, %f, %f, %f}, expected {%f, %f, %f, %f}\n",
ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]);
IDirect3DDevice8_DeleteStateBlock(device, stateblock);
}
START_TEST(stateblock)
{
IDirect3DDevice8 *device = NULL;
D3DPRESENT_PARAMETERS device_pparams;
HMODULE d3d8_module;
ULONG refcount;
HRESULT hr;
d3d8_module = LoadLibraryA("d3d8.dll");
if (!d3d8_module)
{
skip("Could not load d3d8.dll\n");
return;
}
hr = init_d3d8(d3d8_module, &device, &device_pparams);
if (FAILED(hr))
{
FreeLibrary(d3d8_module);
return;
}
test_begin_end_state_block(device);
test_state_management(device, &device_pparams);
test_shader_constant_apply(device);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left\n", refcount);
FreeLibrary(d3d8_module);
}