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:
parent
5836b957e5
commit
14678ce73f
|
@ -211,6 +211,34 @@ static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
|
|||
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)
|
||||
{
|
||||
D3DPRESENT_PARAMETERS present_parameters = {0};
|
||||
|
@ -21406,6 +21434,92 @@ done:
|
|||
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)
|
||||
{
|
||||
#define STATE_END() {0xffffffff, 0xffffffff}
|
||||
|
@ -24037,6 +24151,7 @@ START_TEST(visual)
|
|||
test_flip();
|
||||
test_uninitialized_varyings();
|
||||
test_multisample_init();
|
||||
test_depth_stencil_init();
|
||||
test_texture_blending();
|
||||
test_color_clamping();
|
||||
test_line_antialiasing_blending();
|
||||
|
|
Loading…
Reference in New Issue