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>
This commit is contained in:
Józef Kucia 2018-06-19 17:14:58 +02:00 committed by Alexandre Julliard
parent 5836b957e5
commit 14678ce73f
1 changed files with 115 additions and 0 deletions

View File

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