diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index f755679a261..e4178f25b70 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -116,6 +116,8 @@ static IDirect3DDevice8 *init_d3d8(void) present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; + present_parameters.EnableAutoDepthStencil = TRUE; + present_parameters.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString8(hr)); @@ -441,6 +443,58 @@ static void fog_test(IDirect3DDevice8 *device) ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString8(hr)); } +static void present_test(IDirect3DDevice8 *device) +{ + struct vertex quad[] = + { + {-1.0f, -1.0f, 0.9f, 0xffff0000}, + {-1.0f, 1.0f, 0.9f, 0xffff0000}, + { 1.0f, -1.0f, 0.1f, 0xffff0000}, + { 1.0f, 1.0f, 0.1f, 0xffff0000}, + }; + HRESULT hr; + DWORD color; + + /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, + * then call Present. Then clear the color buffer to make sure it has some defined content + * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut + * by the depth value. + */ + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0); + ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr)); + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %s\n", DXGetErrorString8(hr)); + + hr = IDirect3DDevice8_BeginScene(device); + ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr)); + if(hr == D3D_OK) + { + /* No lights are defined... That means, lit vertices should be entirely black */ + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); + ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); + + hr = IDirect3DDevice8_EndScene(device); + ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr)); + } + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + color = getPixelColor(device, 512, 240); + ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color); + color = getPixelColor(device, 64, 240); + ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color); +} + START_TEST(visual) { IDirect3DDevice8 *device_ptr; @@ -492,6 +546,7 @@ START_TEST(visual) lighting_test(device_ptr); clear_test(device_ptr); fog_test(device_ptr); + present_test(device_ptr); cleanup: if(device_ptr) IDirect3DDevice8_Release(device_ptr); diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index d961d80af8e..3ab45e1f50c 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -116,6 +116,8 @@ static IDirect3DDevice9 *init_d3d9(void) present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; + present_parameters.EnableAutoDepthStencil = TRUE; + present_parameters.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr)); @@ -1114,6 +1116,58 @@ static void texbem_test(IDirect3DDevice9 *device) } } +static void present_test(IDirect3DDevice9 *device) +{ + struct vertex quad[] = + { + {-1.0f, -1.0f, 0.9f, 0xffff0000}, + {-1.0f, 1.0f, 0.9f, 0xffff0000}, + { 1.0f, -1.0f, 0.1f, 0xffff0000}, + { 1.0f, 1.0f, 0.1f, 0xffff0000}, + }; + HRESULT hr; + DWORD color; + + /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, + * then call Present. Then clear the color buffer to make sure it has some defined content + * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut + * by the depth value. + */ + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_BeginScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr)); + if(hr == D3D_OK) + { + /* No lights are defined... That means, lit vertices should be entirely black */ + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); + ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_EndScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); + } + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + color = getPixelColor(device, 512, 240); + ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color); + color = getPixelColor(device, 64, 240); + ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color); +} + START_TEST(visual) { IDirect3DDevice9 *device_ptr; @@ -1169,6 +1223,7 @@ START_TEST(visual) clear_test(device_ptr); fog_test(device_ptr); test_cube_wrap(device_ptr); + present_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) { diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c index e7a31737bea..b44985651d2 100644 --- a/dlls/wined3d/swapchain.c +++ b/dlls/wined3d/swapchain.c @@ -148,7 +148,6 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; - DWORD clear_flags = 0; unsigned int sync; int retval; @@ -298,22 +297,11 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO LEAVE_GL(); - if (This->wineD3DDevice->stencilBufferTarget) { - clear_flags |= WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER; - } - - /* Although this is not strictly required, a simple demo showed this does occur - on (at least non-debug) d3d */ if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) { + TRACE("Clearing the color buffer with pink color\n"); - TRACE("Clearing\n"); - - IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, clear_flags|WINED3DCLEAR_TARGET, 0x00, 1.0, 0); - - } else if (clear_flags) { - TRACE("Clearing z/stencil buffer\n"); - - IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, clear_flags, 0x00, 1.0, 0); + IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, + WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0); } if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||