d3d: Add a simple offscreen rendering test.

This commit is contained in:
Stefan Dösinger 2007-07-27 16:47:08 +02:00 committed by Alexandre Julliard
parent 89dccc7c7c
commit 2d15cb8b27
3 changed files with 335 additions and 0 deletions

View File

@ -610,6 +610,125 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
IDirect3DDevice8_DeleteVertexShader(device, shader);
}
static void offscreen_test(IDirect3DDevice8 *device)
{
HRESULT hr;
IDirect3DTexture8 *offscreenTexture = NULL;
IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
DWORD color;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
if(!offscreenTexture) {
trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
if(!offscreenTexture) {
skip("Cannot create an offscreen render target\n");
goto out;
}
}
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
if(!offscreen) {
goto out;
}
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetVertexShader failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
/* Draw without textures - Should resut in a white quad */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString8(hr));
/* This time with the texture */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
IDirect3DDevice8_EndScene(device);
}
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
out:
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
/* restore things */
if(backbuffer) {
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
IDirect3DSurface8_Release(backbuffer);
}
if(offscreenTexture) {
IDirect3DTexture8_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface8_Release(offscreen);
}
if(depthstencil) {
IDirect3DSurface8_Release(depthstencil);
}
}
START_TEST(visual)
{
IDirect3DDevice8 *device_ptr;
@ -669,6 +788,7 @@ START_TEST(visual)
clear_test(device_ptr);
fog_test(device_ptr);
present_test(device_ptr);
offscreen_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{

View File

@ -700,6 +700,119 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
IDirect3DSurface9_Release(surface);
}
static void offscreen_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DTexture9 *offscreenTexture = NULL;
IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
DWORD color;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %s\n", DXGetErrorString9(hr));
if(!offscreenTexture) {
trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %s\n", DXGetErrorString9(hr));
if(!offscreenTexture) {
skip("Cannot create an offscreen render target\n");
goto out;
}
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %s\n", DXGetErrorString9(hr));
if(!backbuffer) {
goto out;
}
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %s\n", DXGetErrorString9(hr));
if(!offscreen) {
goto out;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetFVF failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
/* Draw without textures - Should resut in a white quad */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString9(hr));
/* This time with the texture */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_EndScene(device);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
out:
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
/* restore things */
if(backbuffer) {
IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
IDirect3DSurface9_Release(backbuffer);
}
if(offscreenTexture) {
IDirect3DTexture9_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface9_Release(offscreen);
}
}
/* This test tests fog in combination with shaders.
* What's tested: linear fog (vertex and table) with pixel shader
* linear table fog with non foggy vertex shader
@ -1437,6 +1550,7 @@ START_TEST(visual)
{
skip("No mipmap support\n");
}
offscreen_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
{

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@ -494,6 +494,106 @@ static void fog_test(IDirect3DDevice7 *device)
ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr);
}
static void offscreen_test(IDirect3DDevice7 *device)
{
HRESULT hr;
IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL;
DWORD color;
DDSURFACEDESC2 ddsd;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
ddsd.dwWidth = 128;
ddsd.dwHeight = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL);
ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr);
if(!offscreen) {
goto out;
}
hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned hr = %08x\n", hr);
if(IDirect3DDevice7_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
/* Draw without textures - Should resut in a white quad */
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice7_SetTexture(device, 0, offscreen);
ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
/* This time with the texture */
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
IDirect3DDevice7_EndScene(device);
}
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
out:
hr = IDirect3DDevice7_SetTexture(device, 0, NULL);
/* restore things */
if(backbuffer) {
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
IDirectDrawSurface7_Release(backbuffer);
}
if(offscreen) {
IDirectDrawSurface7_Release(offscreen);
}
}
START_TEST(visual)
{
HRESULT hr;
@ -537,6 +637,7 @@ START_TEST(visual)
lighting_test(Direct3DDevice);
clear_test(Direct3DDevice);
fog_test(Direct3DDevice);
offscreen_test(Direct3DDevice);
cleanup:
releaseObjects();