d3d8/tests: Fix the depth clamping test.

This commit is contained in:
Henri Verbeet 2011-05-23 22:11:36 +02:00 committed by Alexandre Julliard
parent f147c1e928
commit 022db68080
1 changed files with 75 additions and 49 deletions

View File

@ -140,9 +140,10 @@ static IDirect3DDevice8 *init_d3d8(void)
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr);
return device_ptr;
@ -1292,59 +1293,63 @@ static void texop_test(IDirect3DDevice8 *device)
}
/* This test tests depth clamping / clipping behaviour:
* - When D3DRS_CLIPPING is disabled depth values are *clamped* to the
* minimum/maximum z value.
* - With software vertex processing, depth values are clamped to the
* minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
* when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
* same as regular vertices here.
* - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
* Normal vertices are always clipped. Pretransformed vertices are
* clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
* - The viewport's MinZ/MaxZ is irrelevant for this.
* - When D3DRS_CLIPPING is enabled depth values are clipped.
* - Pretransformed vertices behave the same as regular vertices.
*/
static void depth_clamp_test(IDirect3DDevice8 *device)
{
const struct tvertex quad1[] =
{
{ 0, 0, 5.0f, 1.0, 0xff002b7f},
{ 640, 0, 5.0f, 1.0, 0xff002b7f},
{ 0, 480, 5.0f, 1.0, 0xff002b7f},
{ 640, 480, 5.0f, 1.0, 0xff002b7f},
{ 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
{640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
{ 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
{640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
};
const struct tvertex quad2[] =
{
{ 0, 300, 10.0f, 1.0, 0xfff9e814},
{ 640, 300, 10.0f, 1.0, 0xfff9e814},
{ 0, 360, 10.0f, 1.0, 0xfff9e814},
{ 640, 360, 10.0f, 1.0, 0xfff9e814},
{ 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
{640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
{ 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
{640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
};
const struct vertex quad3[] =
const struct tvertex quad3[] =
{
{-0.65f, 0.55f, 5.0f, 0xffffffff},
{-0.35f, 0.55f, 5.0f, 0xffffffff},
{-0.65f, 0.15f, 5.0f, 0xffffffff},
{-0.35f, 0.15f, 5.0f, 0xffffffff},
{112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
{208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
{112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
{208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
};
const struct vertex quad4[] =
const struct tvertex quad4[] =
{
{-0.87f, 0.83f, 10.0f, 0xffffffff},
{-0.65f, 0.83f, 10.0f, 0xffffffff},
{-0.87f, 0.55f, 10.0f, 0xffffffff},
{-0.65f, 0.55f, 10.0f, 0xffffffff},
{ 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
{112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
{ 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
{112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
};
const struct vertex quad5[] =
{
{ -0.5, 0.5, 10.0f, 0xff14f914},
{ 0.5, 0.5, 10.0f, 0xff14f914},
{ -0.5, -0.5, 10.0f, 0xff14f914},
{ 0.5, -0.5, 10.0f, 0xff14f914},
{ -0.5f, 0.5f, 10.0f, 0xff14f914},
{ 0.5f, 0.5f, 10.0f, 0xff14f914},
{ -0.5f, -0.5f, 10.0f, 0xff14f914},
{ 0.5f, -0.5f, 10.0f, 0xff14f914},
};
const struct tvertex quad6[] =
const struct vertex quad6[] =
{
{ 0, 120, 10.0f, 1.0, 0xfff91414},
{ 640, 120, 10.0f, 1.0, 0xfff91414},
{ 0, 180, 10.0f, 1.0, 0xfff91414},
{ 640, 180, 10.0f, 1.0, 0xfff91414},
{ -1.0f, 0.5f, 10.0f, 0xfff91414},
{ 1.0f, 0.5f, 10.0f, 0xfff91414},
{ -1.0f, 0.25f, 10.0f, 0xfff91414},
{ 1.0f, 0.25f, 10.0f, 0xfff91414},
};
D3DVIEWPORT8 vp;
D3DCOLOR color;
D3DCAPS8 caps;
HRESULT hr;
vp.X = 0;
@ -1354,10 +1359,13 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
vp.MinZ = 0.0;
vp.MaxZ = 7.5;
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
@ -1380,22 +1388,24 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
@ -1403,16 +1413,32 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
color = getPixelColor(device, 75, 75);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
{
color = getPixelColor(device, 75, 75);
todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
}
else
{
color = getPixelColor(device, 75, 75);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);