ddraw/tests: Add a test for color varyings clamping.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2016-03-31 19:50:56 +02:00 committed by Alexandre Julliard
parent 3d222560b2
commit 302b610f9c
2 changed files with 192 additions and 1 deletions

View File

@ -10205,7 +10205,6 @@ static void test_range_colorkey(void)
static void test_shademode(void)
{
IDirect3DVertexBuffer *vb_strip, *vb_list, *buffer;
D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
IDirect3DViewport3 *viewport;
IDirect3DDevice3 *device;
D3DVERTEXBUFFERDESC desc;
@ -10217,6 +10216,7 @@ static void test_shademode(void)
UINT i, count;
HWND window;
HRESULT hr;
static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
static const struct
{
struct vec3 position;
@ -10858,6 +10858,104 @@ static void test_blt(void)
DestroyWindow(window);
}
static void test_color_clamping(void)
{
static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
static D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
static struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.1f},
{-1.0f, 1.0f, 0.1f},
{ 1.0f, -1.0f, 0.1f},
{ 1.0f, 1.0f, 0.1f},
};
IDirect3DViewport3 *viewport;
IDirect3DDevice3 *device;
IDirectDrawSurface4 *rt;
ULONG refcount;
D3DCOLOR color;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device, skipping test.\n");
DestroyWindow(window);
return;
}
hr = IDirect3DDevice3_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
viewport = create_viewport(device, 0, 0, 640, 480);
hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
ok(SUCCEEDED(hr), "Failed to activate the viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_TEXTUREFACTOR, 0xff404040);
ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ, quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
ok(compare_color(color, 0x00404040, 1), "Got unexpected color 0x%08x.\n", color);
destroy_viewport(device, viewport);
IDirectDrawSurface4_Release(rt);
refcount = IDirect3DDevice3_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(ddraw4)
{
IDirectDraw4 *ddraw;
@ -10949,4 +11047,5 @@ START_TEST(ddraw4)
test_offscreen_overlay();
test_overlay_rect();
test_blt();
test_color_clamping();
}

View File

@ -11131,6 +11131,97 @@ static void test_blt(void)
DestroyWindow(window);
}
static void test_color_clamping(void)
{
static D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
static struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.1f},
{-1.0f, 1.0f, 0.1f},
{ 1.0f, -1.0f, 0.1f},
{ 1.0f, 1.0f, 0.1f},
};
IDirect3DDevice7 *device;
IDirectDrawSurface7 *rt;
ULONG refcount;
D3DCOLOR color;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device, skipping test.\n");
DestroyWindow(window);
return;
}
hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_TEXTUREFACTOR, 0xff404040);
ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ, quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
ok(compare_color(color, 0x00404040, 1), "Got unexpected color 0x%08x.\n", color);
IDirectDrawSurface7_Release(rt);
refcount = IDirect3DDevice7_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@ -11233,4 +11324,5 @@ START_TEST(ddraw7)
test_offscreen_overlay();
test_overlay_rect();
test_blt();
test_color_clamping();
}