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

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2006-05-20 18:36:13 +02:00
/*
* Copyright (C) 2006 Vitaliy Margolen
* Copyright (C) 2006 Chris Robinson
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*
* 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
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*/
#define COBJMACROS
#include <d3d8.h>
#include <dxerr8.h>
#include "wine/test.h"
static IDirect3D8 *(WINAPI *pDirect3DCreate8)(UINT);
static const DWORD simple_vs[] = {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 simple_ps[] = {0xFFFF0101, /* ps_1_1 */
0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042, 0xB00F0000, /* tex t0 */
0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
0x0000FFFF}; /* END */
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static int get_refcount(IUnknown *object)
{
IUnknown_AddRef( object );
return IUnknown_Release( object );
}
#define CHECK_CALL(r,c,d,rc) \
if (SUCCEEDED(r)) {\
int tmp1 = get_refcount( (IUnknown *)d ); \
int rc_new = rc; \
ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
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} else {\
trace("%s failed: %s\n", c, DXGetErrorString8(r)); \
}
#define CHECK_RELEASE(obj,d,rc) \
if (obj) { \
int tmp1, rc_new = rc; \
IUnknown_Release( obj ); \
tmp1 = get_refcount( (IUnknown *)d ); \
ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
}
#define CHECK_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = get_refcount( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_RELEASE_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = IUnknown_Release( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
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#define CHECK_ADDREF_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = IUnknown_AddRef( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_SURFACE_CONTAINER(obj,iid,expected) \
{ \
void *container_ptr = (void *)0x1337c0d3; \
hr = IDirect3DSurface8_GetContainer(obj, &iid, &container_ptr); \
ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#x, container_ptr %p. " \
"Expected hr %#x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \
if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \
}
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static void check_mipmap_levels(
IDirect3DDevice8* device,
int width, int height, int count)
{
IDirect3DBaseTexture8* texture = NULL;
HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture );
if (SUCCEEDED(hr)) {
DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture);
ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels);
} else
trace("CreateTexture failed: %s\n", DXGetErrorString8(hr));
if (texture) IUnknown_Release( texture );
}
static void test_mipmap_levels(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
if(FAILED(hr))
{
trace("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
goto cleanup;
}
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check_mipmap_levels(pDevice, 32, 32, 6);
check_mipmap_levels(pDevice, 256, 1, 9);
check_mipmap_levels(pDevice, 1, 256, 9);
check_mipmap_levels(pDevice, 1, 1, 1);
cleanup:
if (pD3d) IUnknown_Release( pD3d );
if (pDevice) IUnknown_Release( pDevice );
DestroyWindow( hwnd );
}
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static void test_swapchain(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
IDirect3DSwapChain8 *swapchain1 = NULL;
IDirect3DSwapChain8 *swapchain2 = NULL;
IDirect3DSwapChain8 *swapchain3 = NULL;
IDirect3DSurface8 *backbuffer = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 0;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
if(FAILED(hr))
{
trace("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
goto cleanup;
}
/* Check if the back buffer count was modified */
ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
/* Create a bunch of swapchains */
d3dpp.BackBufferCount = 0;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain1);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%s)\n", DXGetErrorString8(hr));
ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
d3dpp.BackBufferCount = 1;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain2);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%s)\n", DXGetErrorString8(hr));
d3dpp.BackBufferCount = 2;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain3);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%s)\n", DXGetErrorString8(hr));
if(SUCCEEDED(hr)) {
/* Swapchain 3, created with backbuffercount 2 */
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%s)\n", DXGetErrorString8(hr));
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 1, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%s)\n", DXGetErrorString8(hr));
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 2, 0, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %s\n", DXGetErrorString8(hr));
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 3, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString8(hr));
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
}
/* Check the back buffers of the swapchains */
/* Swapchain 1, created with backbuffercount 0 */
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString8(hr));
ok(backbuffer != NULL, "The back buffer is NULL (%s)\n", DXGetErrorString8(hr));
if(backbuffer) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 1, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString8(hr));
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
/* Swapchain 2 - created with backbuffercount 1 */
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 0, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString8(hr));
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 1, 0, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %s\n", DXGetErrorString8(hr));
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 2, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString8(hr));
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
cleanup:
if(swapchain1) IDirect3DSwapChain8_Release(swapchain1);
if(swapchain2) IDirect3DSwapChain8_Release(swapchain2);
if(swapchain3) IDirect3DSwapChain8_Release(swapchain3);
if(pDevice) IDirect3DDevice8_Release(pDevice);
if(pD3d) IDirect3DDevice8_Release(pD3d);
DestroyWindow( hwnd );
}
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static void test_refcount(void)
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{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
IDirect3DVertexBuffer8 *pVertexBuffer = NULL;
IDirect3DIndexBuffer8 *pIndexBuffer = NULL;
DWORD dVertexShader = -1;
DWORD dPixelShader = -1;
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IDirect3DCubeTexture8 *pCubeTexture = NULL;
IDirect3DTexture8 *pTexture = NULL;
IDirect3DVolumeTexture8 *pVolumeTexture = NULL;
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IDirect3DVolume8 *pVolumeLevel = NULL;
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IDirect3DSurface8 *pStencilSurface = NULL;
IDirect3DSurface8 *pImageSurface = NULL;
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IDirect3DSurface8 *pRenderTarget = NULL;
IDirect3DSurface8 *pRenderTarget2 = NULL;
IDirect3DSurface8 *pRenderTarget3 = NULL;
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IDirect3DSurface8 *pTextureLevel = NULL;
IDirect3DSurface8 *pBackBuffer = NULL;
DWORD dStateBlock = -1;
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IDirect3DSwapChain8 *pSwapChain = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
int refcount = 0, tmp;
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DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), /* D3DVSDE_DIFFUSE, Register v5 */
D3DVSD_END()
};
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
if(FAILED(hr))
{
trace("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
goto cleanup;
}
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refcount = get_refcount( (IUnknown *)pDevice );
ok(refcount == 1, "Invalid device RefCount %d\n", refcount);
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/**
* Check refcount of implicit surfaces. Findings:
* - the container is the device
* - they hold a refernce to the device
* - they are created with a refcount of 0 (Get/Release returns orignial refcount)
* - they are not freed if refcount reaches 0.
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* - the refcount is not forwarded to the container.
*/
hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget);
CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount);
if(pRenderTarget)
{
CHECK_SURFACE_CONTAINER( pRenderTarget, IID_IDirect3DDevice8, pDevice);
CHECK_REFCOUNT( pRenderTarget, 1);
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CHECK_ADDREF_REFCOUNT(pRenderTarget, 2);
CHECK_REFCOUNT(pDevice, refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 1);
CHECK_REFCOUNT(pDevice, refcount);
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hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget);
CHECK_CALL( hr, "GetRenderTarget", pDevice, refcount);
CHECK_REFCOUNT( pRenderTarget, 2);
CHECK_RELEASE_REFCOUNT( pRenderTarget, 1);
CHECK_RELEASE_REFCOUNT( pRenderTarget, 0);
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CHECK_REFCOUNT( pDevice, --refcount);
/* The render target is released with the device, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pRenderTarget, 1);
CHECK_REFCOUNT(pDevice, ++refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
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CHECK_REFCOUNT(pDevice, --refcount);
}
/* Render target and back buffer are identical. */
hr = IDirect3DDevice8_GetBackBuffer(pDevice, 0, 0, &pBackBuffer);
CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
if(pBackBuffer)
{
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
ok(pRenderTarget == pBackBuffer, "RenderTarget=%p and BackBuffer=%p should be the same.\n",
pRenderTarget, pBackBuffer);
pBackBuffer = NULL;
}
CHECK_REFCOUNT( pDevice, --refcount);
hr = IDirect3DDevice8_GetDepthStencilSurface(pDevice, &pStencilSurface);
CHECK_CALL( hr, "GetDepthStencilSurface", pDevice, ++refcount);
if(pStencilSurface)
{
CHECK_SURFACE_CONTAINER( pStencilSurface, IID_IDirect3DDevice8, pDevice);
CHECK_REFCOUNT( pStencilSurface, 1);
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CHECK_ADDREF_REFCOUNT(pStencilSurface, 2);
CHECK_REFCOUNT(pDevice, refcount);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 1);
CHECK_REFCOUNT(pDevice, refcount);
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CHECK_RELEASE_REFCOUNT( pStencilSurface, 0);
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CHECK_REFCOUNT( pDevice, --refcount);
/* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pStencilSurface, 1);
CHECK_REFCOUNT(pDevice, ++refcount);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
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CHECK_REFCOUNT(pDevice, --refcount);
pStencilSurface = NULL;
}
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/* Buffers */
hr = IDirect3DDevice8_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer );
CHECK_CALL( hr, "CreateIndexBuffer", pDevice, ++refcount );
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if(pIndexBuffer)
{
tmp = get_refcount( (IUnknown *)pIndexBuffer );
hr = IDirect3DDevice8_SetIndices(pDevice, pIndexBuffer, 0);
CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
hr = IDirect3DDevice8_SetIndices(pDevice, NULL, 0);
CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
}
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hr = IDirect3DDevice8_CreateVertexBuffer( pDevice, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer );
CHECK_CALL( hr, "CreateVertexBuffer", pDevice, ++refcount );
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if(pVertexBuffer)
{
IDirect3DVertexBuffer8 *pVBuf = (void*)~0;
UINT stride = ~0;
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tmp = get_refcount( (IUnknown *)pVertexBuffer );
hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, pVertexBuffer, 3 * sizeof(float));
CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, NULL, 0);
CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
hr = IDirect3DDevice8_GetStreamSource(pDevice, 0, &pVBuf, &stride);
ok(SUCCEEDED(hr), "GetStreamSource did not succeed with NULL stream!\n");
ok(pVBuf==NULL, "pVBuf not NULL (%p)!\n", pVBuf);
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ok(stride==3*sizeof(float), "stride not 3 floats (got %u)!\n", stride);
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}
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/* Shaders */
hr = IDirect3DDevice8_CreateVertexShader( pDevice, decl, simple_vs, &dVertexShader, 0 );
CHECK_CALL( hr, "CreateVertexShader", pDevice, refcount );
hr = IDirect3DDevice8_CreatePixelShader( pDevice, simple_ps, &dPixelShader );
CHECK_CALL( hr, "CreatePixelShader", pDevice, refcount );
/* Textures */
hr = IDirect3DDevice8_CreateTexture( pDevice, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture );
CHECK_CALL( hr, "CreateTexture", pDevice, ++refcount );
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if (pTexture)
{
tmp = get_refcount( (IUnknown *)pTexture );
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/* SetTexture should not increase refcounts */
hr = IDirect3DDevice8_SetTexture(pDevice, 0, (IDirect3DBaseTexture8 *) pTexture);
CHECK_CALL( hr, "SetTexture", pTexture, tmp);
hr = IDirect3DDevice8_SetTexture(pDevice, 0, NULL);
CHECK_CALL( hr, "SetTexture", pTexture, tmp);
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/* This should not increment device refcount */
hr = IDirect3DTexture8_GetSurfaceLevel( pTexture, 1, &pTextureLevel );
CHECK_CALL( hr, "GetSurfaceLevel", pDevice, refcount );
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/* But should increment texture's refcount */
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CHECK_REFCOUNT( pTexture, tmp+1 );
/* Because the texture and surface refcount are identical */
if (pTextureLevel)
{
CHECK_REFCOUNT ( pTextureLevel, tmp+1 );
CHECK_ADDREF_REFCOUNT ( pTextureLevel, tmp+2 );
CHECK_REFCOUNT ( pTexture , tmp+2 );
CHECK_RELEASE_REFCOUNT( pTextureLevel, tmp+1 );
CHECK_REFCOUNT ( pTexture , tmp+1 );
CHECK_RELEASE_REFCOUNT( pTexture , tmp );
CHECK_REFCOUNT ( pTextureLevel, tmp );
}
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}
hr = IDirect3DDevice8_CreateCubeTexture( pDevice, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture );
CHECK_CALL( hr, "CreateCubeTexture", pDevice, ++refcount );
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hr = IDirect3DDevice8_CreateVolumeTexture( pDevice, 32, 32, 2, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture );
CHECK_CALL( hr, "CreateVolumeTexture", pDevice, ++refcount );
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if (pVolumeTexture)
{
tmp = get_refcount( (IUnknown *)pVolumeTexture );
/* This should not increment device refcount */
hr = IDirect3DVolumeTexture8_GetVolumeLevel(pVolumeTexture, 0, &pVolumeLevel);
CHECK_CALL( hr, "GetVolumeLevel", pDevice, refcount );
/* But should increment volume texture's refcount */
CHECK_REFCOUNT( pVolumeTexture, tmp+1 );
/* Because the volume texture and volume refcount are identical */
if (pVolumeLevel)
{
CHECK_REFCOUNT ( pVolumeLevel , tmp+1 );
CHECK_ADDREF_REFCOUNT ( pVolumeLevel , tmp+2 );
CHECK_REFCOUNT ( pVolumeTexture, tmp+2 );
CHECK_RELEASE_REFCOUNT( pVolumeLevel , tmp+1 );
CHECK_REFCOUNT ( pVolumeTexture, tmp+1 );
CHECK_RELEASE_REFCOUNT( pVolumeTexture, tmp );
CHECK_REFCOUNT ( pVolumeLevel , tmp );
}
}
2006-05-20 18:36:13 +02:00
/* Surfaces */
hr = IDirect3DDevice8_CreateDepthStencilSurface( pDevice, 32, 32, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &pStencilSurface );
CHECK_CALL( hr, "CreateDepthStencilSurface", pDevice, ++refcount );
CHECK_REFCOUNT( pStencilSurface, 1);
2006-05-20 18:36:13 +02:00
hr = IDirect3DDevice8_CreateImageSurface( pDevice, 32, 32, D3DFMT_X8R8G8B8, &pImageSurface );
CHECK_CALL( hr, "CreateImageSurface", pDevice, ++refcount );
CHECK_REFCOUNT( pImageSurface, 1);
hr = IDirect3DDevice8_CreateRenderTarget( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &pRenderTarget3 );
CHECK_CALL( hr, "CreateRenderTarget", pDevice, ++refcount );
CHECK_REFCOUNT( pRenderTarget3, 1);
2006-05-20 18:36:13 +02:00
/* Misc */
hr = IDirect3DDevice8_CreateStateBlock( pDevice, D3DSBT_ALL, &dStateBlock );
CHECK_CALL( hr, "CreateStateBlock", pDevice, refcount );
hr = IDirect3DDevice8_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain );
CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, ++refcount );
if(pSwapChain)
{
/* check implicit back buffer */
hr = IDirect3DSwapChain8_GetBackBuffer(pSwapChain, 0, 0, &pBackBuffer);
CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
CHECK_REFCOUNT( pSwapChain, 1);
if(pBackBuffer)
{
CHECK_SURFACE_CONTAINER( pBackBuffer, IID_IDirect3DDevice8, pDevice);
CHECK_REFCOUNT( pBackBuffer, 1);
CHECK_RELEASE_REFCOUNT( pBackBuffer, 0);
2006-11-15 00:54:17 +01:00
CHECK_REFCOUNT( pDevice, --refcount);
/* The back buffer is released with the swapchain, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pBackBuffer, 1);
CHECK_REFCOUNT(pDevice, ++refcount);
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
2006-11-15 00:54:17 +01:00
CHECK_REFCOUNT(pDevice, --refcount);
pBackBuffer = NULL;
}
CHECK_REFCOUNT( pSwapChain, 1);
}
2006-05-20 18:36:13 +02:00
if(pVertexBuffer)
{
BYTE *data;
/* Vertex buffers can be locked multiple times */
hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
}
/* The implicit render target is not freed if refcount reaches 0.
* Otherwise GetRenderTarget would re-allocate it and the pointer would change.*/
hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget2);
CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount);
if(pRenderTarget2)
{
CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
ok(pRenderTarget == pRenderTarget2, "RenderTarget=%p and RenderTarget2=%p should be the same.\n",
pRenderTarget, pRenderTarget2);
CHECK_REFCOUNT( pDevice, --refcount);
pRenderTarget2 = NULL;
}
pRenderTarget = NULL;
2006-05-20 18:36:13 +02:00
cleanup:
CHECK_RELEASE(pDevice, pDevice, --refcount);
2006-05-20 18:36:13 +02:00
/* Buffers */
CHECK_RELEASE(pVertexBuffer, pDevice, --refcount);
CHECK_RELEASE(pIndexBuffer, pDevice, --refcount);
2006-05-20 18:36:13 +02:00
/* Shaders */
if (dVertexShader != -1) IDirect3DDevice8_DeleteVertexShader( pDevice, dVertexShader );
if (dPixelShader != -1) IDirect3DDevice8_DeletePixelShader( pDevice, dPixelShader );
/* Textures */
2006-11-15 00:53:40 +01:00
CHECK_RELEASE(pTexture, pDevice, --refcount);
CHECK_RELEASE(pCubeTexture, pDevice, --refcount);
CHECK_RELEASE(pVolumeTexture, pDevice, --refcount);
2006-05-20 18:36:13 +02:00
/* Surfaces */
CHECK_RELEASE(pStencilSurface, pDevice, --refcount);
CHECK_RELEASE(pImageSurface, pDevice, --refcount);
CHECK_RELEASE(pRenderTarget3, pDevice, --refcount);
2006-05-20 18:36:13 +02:00
/* Misc */
if (dStateBlock != -1) IDirect3DDevice8_DeleteStateBlock( pDevice, dStateBlock );
/* This will destroy device - cannot check the refcount here */
if (pSwapChain) CHECK_RELEASE_REFCOUNT( pSwapChain, 0);
2006-05-20 18:36:13 +02:00
if (pD3d) CHECK_RELEASE_REFCOUNT( pD3d, 0);
2006-05-20 18:36:13 +02:00
DestroyWindow( hwnd );
}
2006-11-09 02:38:29 +01:00
static void test_cursor(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
CURSORINFO info;
IDirect3DSurface8 *cursor = NULL;
HCURSOR cur;
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
hr = GetCursorInfo(&info);
cur = info.hCursor;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
if(FAILED(hr))
{
trace("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
goto cleanup;
}
2006-11-09 02:38:29 +01:00
IDirect3DDevice8_CreateImageSurface(pDevice, 32, 32, D3DFMT_A8R8G8B8, &cursor);
ok(cursor != NULL, "IDirect3DDevice8_CreateOffscreenPlainSurface failed with %08x\n", hr);
/* Initially hidden */
hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %08x\n", hr);
/* Not enabled without a surface*/
hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %08x\n", hr);
/* Fails */
hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, NULL);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetCursorProperties returned %08x\n", hr);
hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, cursor);
ok(hr == D3D_OK, "IDirect3DDevice8_SetCursorProperties returned %08x\n", hr);
IDirect3DSurface8_Release(cursor);
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
hr = GetCursorInfo(&info);
ok(hr != 0, "GetCursorInfo returned %08x\n", hr);
ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
/* Still hidden */
hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %08x\n", hr);
/* Enabled now*/
hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
ok(hr == TRUE, "IDirect3DDevice8_ShowCursor returned %08x\n", hr);
/* GDI cursor unchanged */
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
hr = GetCursorInfo(&info);
ok(hr != 0, "GetCursorInfo returned %08x\n", hr);
ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
cleanup:
if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice);
}
static void test_states(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 640;
d3dpp.BackBufferHeight = 480;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
if(FAILED(hr))
{
trace("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
goto cleanup;
}
hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, TRUE) returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, FALSE) returned %s\n", DXGetErrorString8(hr));
cleanup:
if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice);
}
static void test_shader_versions(void)
{
HRESULT hr;
IDirect3D8 *pD3d = NULL;
D3DCAPS8 d3dcaps;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
if (pD3d != NULL) {
hr = IDirect3D8_GetDeviceCaps(pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dcaps);
ok(SUCCEEDED(hr), "Failed to get D3D8 caps (%s)\n", DXGetErrorString8(hr));
if (SUCCEEDED(hr)) {
ok(d3dcaps.VertexShaderVersion <= D3DVS_VERSION(1,1), "Unexpected VertexShaderVersion (%#x > %#x)\n", d3dcaps.VertexShaderVersion, D3DVS_VERSION(1,1));
ok(d3dcaps.PixelShaderVersion <= D3DPS_VERSION(1,4), "Unexpected PixelShaderVersion (%#x > %#x)\n", d3dcaps.PixelShaderVersion, D3DPS_VERSION(1,4));
}
IDirect3D8_Release(pD3d);
}
}
/* Test adapter display modes */
static void test_display_modes(void)
{
UINT max_modes, i;
D3DDISPLAYMODE dmode;
HRESULT res;
IDirect3D8 *pD3d;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
if(!pD3d) return;
max_modes = IDirect3D8_GetAdapterModeCount(pD3d, D3DADAPTER_DEFAULT);
ok(max_modes > 0, "GetAdapterModeCount(D3DADAPTER_DEFAULT) returned 0!\n");
for(i=0; i<max_modes;i++) {
res = IDirect3D8_EnumAdapterModes(pD3d, D3DADAPTER_DEFAULT, i, &dmode);
ok(res==D3D_OK, "EnumAdapterModes returned %s for mode %u!\n", DXGetErrorString8(res), i);
if(res != D3D_OK)
continue;
ok(dmode.Format==D3DFMT_X8R8G8B8 || dmode.Format==D3DFMT_R5G6B5,
"Unexpected display mode returned for mode %u: %#x\n", i , dmode.Format);
}
IDirect3D8_Release(pD3d);
}
static void test_scene(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr));
if(!pDevice) goto cleanup;
/* Test an EndScene without beginscene. Should return an error */
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %s\n", DXGetErrorString8(hr));
/* Test a normal BeginScene / EndScene pair, this should work */
hr = IDirect3DDevice8_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
}
/* Test another EndScene without having begun a new scene. Should return an error */
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %s\n", DXGetErrorString8(hr));
/* Two nested BeginScene and EndScene calls */
hr = IDirect3DDevice8_BeginScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_BeginScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_BeginScene returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_EndScene(pDevice);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %s\n", DXGetErrorString8(hr));
/* StretchRect does not exit in Direct3D8, so no equivalent to the d3d9 stretchrect tests */
cleanup:
if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
static void test_shader(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
DWORD hPixelShader = 0, hVertexShader = 0;
DWORD hPixelShader2 = 0, hVertexShader2 = 0;
DWORD hTempHandle;
DWORD data_size;
void *data;
static DWORD dwVertexDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_END()
};
const DWORD vertex_decl_size = sizeof(dwVertexDecl);
const DWORD simple_vs_size = sizeof(simple_vs);
const DWORD simple_ps_size = sizeof(simple_ps);
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr));
if(!pDevice) goto cleanup;
/* First create a vertex shader */
hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, simple_vs, &hVertexShader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %s\n", DXGetErrorString8(hr));
/* Msdn says that the new vertex shader is set immediately. This is wrong, apparently */
hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* Assign the shader, then verify that GetVertexShader works */
hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
/* Verify that we can retrieve the declaration */
hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, NULL, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %s\n", DXGetErrorString8(hr));
ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size);
data = HeapAlloc(GetProcessHeap(), 0, vertex_decl_size);
data_size = 1;
hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderDeclaration returned %s (0x%#x), "
"expected D3DERR_INVALIDCALL\n", DXGetErrorString8(hr), hr);
ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
data_size = vertex_decl_size;
hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, data, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %s\n", DXGetErrorString8(hr));
ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size);
ok(!memcmp(data, dwVertexDecl, vertex_decl_size), "data not equal to shader declaration\n");
HeapFree(GetProcessHeap(), 0, data);
/* Verify that we can retrieve the shader function */
hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, NULL, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFucntion returned %s\n", DXGetErrorString8(hr));
ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size);
data = HeapAlloc(GetProcessHeap(), 0, simple_vs_size);
data_size = 1;
hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderFunction returned %s (0x%#x), "
"expected D3DERR_INVALIDCALL\n", DXGetErrorString8(hr), hr);
ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
data_size = simple_vs_size;
hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, data, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %s\n", DXGetErrorString8(hr));
ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size);
ok(!memcmp(data, simple_vs, simple_vs_size), "data not equal to shader function\n");
HeapFree(GetProcessHeap(), 0, data);
/* Delete the assigned shader. This is supposed to work */
hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
/* The shader should be unset now */
hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* The same with a pixel shader */
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
/* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* Assign the shader, then verify that GetPixelShader works */
hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
/* Verify that we can retrieve the shader function */
hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFucntion returned %s\n", DXGetErrorString8(hr));
ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size);
data_size = 1;
hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned %s (0x%#x), "
"expected D3DERR_INVALIDCALL\n", DXGetErrorString8(hr), hr);
ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
data_size = simple_ps_size;
hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %s\n", DXGetErrorString8(hr));
ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n");
HeapFree(GetProcessHeap(), 0, data);
/* Delete the assigned shader. This is supposed to work */
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
/* The shader should be unset now */
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* What happens if a non-bound shader is deleted? */
hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader2, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
/* Now for pixel shaders */
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %s\n", DXGetErrorString8(hr));
ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
cleanup:
if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
static void test_limits(void)
{
HRESULT hr;
HWND hwnd = NULL;
IDirect3D8 *pD3d = NULL;
IDirect3DDevice8 *pDevice = NULL;
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
IDirect3DTexture8 *pTexture = NULL;
int i;
pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
ok(hwnd != NULL, "Failed to create window\n");
if (!pD3d || !hwnd) goto cleanup;
IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr));
if(!pDevice) goto cleanup;
hr = IDirect3DDevice8_CreateTexture(pDevice, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pTexture);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed with %s\n", DXGetErrorString8(hr));
if(!pTexture) goto cleanup;
/* There are 8 texture stages. We should be able to access all of them */
for(i = 0; i < 8; i++) {
hr = IDirect3DDevice8_SetTexture(pDevice, i, (IDirect3DBaseTexture8 *) pTexture);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %s\n", i, DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetTexture(pDevice, i, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %s\n", i, DXGetErrorString8(hr));
hr = IDirect3DDevice8_SetTextureStageState(pDevice, i, D3DTSS_COLOROP, D3DTOP_ADD);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTextureStageState for texture %d failed with %s\n", i, DXGetErrorString8(hr));
}
/* Investigations show that accessing higher textures stage states does not return an error either. Writing
* to too high texture stages(approximately texture 40) causes memory corruption in windows, so there is no
* bounds checking but how do I test that?
*/
cleanup:
if(pTexture) IDirect3DTexture8_Release(pTexture);
if(pD3d) IDirect3D8_Release(pD3d);
if(pDevice) IDirect3D8_Release(pDevice);
if(hwnd) DestroyWindow(hwnd);
}
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START_TEST(device)
{
HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
if (!d3d8_handle)
{
skip("Could not load d3d8.dll\n");
return;
}
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pDirect3DCreate8 = (void *)GetProcAddress( d3d8_handle, "Direct3DCreate8" );
ok(pDirect3DCreate8 != NULL, "Failed to get address of Direct3DCreate8\n");
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if (pDirect3DCreate8)
{
test_display_modes();
test_shader_versions();
test_swapchain();
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test_refcount();
test_mipmap_levels();
test_cursor();
test_states();
test_scene();
test_shader();
test_limits();
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}
}