d3d9/tests: Add test for depth stencil initialization.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -211,6 +211,34 @@ static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
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return ret;
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return ret;
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}
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}
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#define check_rt_color(a, b) check_rt_color_(__LINE__, a, b)
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static void check_rt_color_(unsigned int line, IDirect3DSurface9 *rt, D3DCOLOR expected_color)
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{
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struct surface_readback rb;
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D3DSURFACE_DESC desc;
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unsigned int x, y;
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D3DCOLOR color;
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HRESULT hr;
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hr = IDirect3DSurface9_GetDesc(rt, &desc);
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ok_(__FILE__, line)(hr == S_OK, "Failed to get surface desc, hr %#x.\n", hr);
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get_rt_readback(rt, &rb);
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for (y = 0; y < desc.Height; ++y)
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{
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for (x = 0; x < desc.Width; ++x)
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{
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color = get_readback_color(&rb, x, y) & 0x00ffffff;
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if (color != expected_color)
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break;
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}
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if (color != expected_color)
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break;
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}
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release_surface_readback(&rb);
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ok_(__FILE__, line)(color == 0x000000ff, "Got unexpected color 0x%08x.\n", color);
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}
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static IDirect3DDevice9 *create_device(IDirect3D9 *d3d, HWND device_window, HWND focus_window, BOOL windowed)
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static IDirect3DDevice9 *create_device(IDirect3D9 *d3d, HWND device_window, HWND focus_window, BOOL windowed)
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{
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{
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D3DPRESENT_PARAMETERS present_parameters = {0};
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D3DPRESENT_PARAMETERS present_parameters = {0};
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@ -21406,6 +21434,92 @@ done:
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DestroyWindow(window);
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DestroyWindow(window);
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}
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}
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static void test_depth_stencil_init(void)
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{
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IDirect3DDevice9 *device;
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IDirect3DSurface9 *ds[2];
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IDirect3DSurface9 *rt;
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IDirect3D9 *d3d;
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ULONG refcount;
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unsigned int i;
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HWND window;
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HRESULT hr;
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static const struct
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{
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struct vec3 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f, 0.0f}},
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{{-1.0f, 1.0f, 0.0f}},
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{{ 1.0f, -1.0f, 0.0f}},
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{{ 1.0f, 1.0f, 0.0f}},
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};
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window = create_window();
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create D3D device.\n");
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goto done;
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}
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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ok(hr == S_OK, "Failed to set color op, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
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ok(hr == S_OK, "Failed to set color arg, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == S_OK, "Failed to set FVF, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds[0], NULL);
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ok(hr == S_OK, "Failed to create depth stencil surface, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds[1]);
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ok(hr == S_OK, "Failed to get depth stencil surface, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(ds); ++i)
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{
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds[i]);
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ok(hr == S_OK, "Failed to set depth stencil surface, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
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ok(hr == S_OK, "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == S_OK, "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff);
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ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(hr == S_OK, "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == S_OK, "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt);
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ok(hr == S_OK, "Failed to get render target, hr %#x.\n", hr);
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check_rt_color(rt, 0x000000ff);
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IDirect3DSurface9_Release(rt);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds[i]);
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}
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void test_texture_blending(void)
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static void test_texture_blending(void)
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{
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{
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#define STATE_END() {0xffffffff, 0xffffffff}
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#define STATE_END() {0xffffffff, 0xffffffff}
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@ -24037,6 +24151,7 @@ START_TEST(visual)
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test_flip();
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test_flip();
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test_uninitialized_varyings();
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test_uninitialized_varyings();
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test_multisample_init();
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test_multisample_init();
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test_depth_stencil_init();
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test_texture_blending();
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test_texture_blending();
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test_color_clamping();
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test_color_clamping();
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test_line_antialiasing_blending();
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test_line_antialiasing_blending();
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