d3d8/tests: Add test showing that primitive restart must be disabled.
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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@ -9528,6 +9528,158 @@ static void test_edge_antialiasing_blending(void)
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DestroyWindow(window);
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}
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/* This test shows that 0xffff is valid index in D3D8. */
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static void test_max_index16(void)
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{
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static const D3DMATRIX mat =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}}};
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static const struct vertex
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{
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struct vec3 position;
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DWORD diffuse;
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}
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green_quad[] =
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{
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{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
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{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
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{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
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{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
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};
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static const unsigned short indices[] = {0, 1, 2, 0xffff};
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static const unsigned int vertex_count = 0xffff + 1;
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D3DADAPTER_IDENTIFIER8 identifier;
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IDirect3DVertexBuffer8 *vb;
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IDirect3DIndexBuffer8 *ib;
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IDirect3DDevice8 *device;
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struct vertex *vb_data;
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IDirect3D8 *d3d8;
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ULONG refcount;
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D3DCOLOR color;
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D3DCAPS8 caps;
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HWND window;
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BYTE *data;
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HRESULT hr;
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BOOL warp;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
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ok(!!d3d8, "Failed to create a D3D object.\n");
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hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier);
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ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
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warp = adapter_is_warp(&identifier);
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if (!(device = create_device(d3d8, window, window, TRUE)))
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{
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skip("Failed to create a D3D device.\n");
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (caps.MaxVertexIndex < 0xffff)
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{
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skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex);
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IDirect3DDevice8_Release(device);
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0,
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D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0,
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D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib);
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ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
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ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(green_quad), (BYTE **)&vb_data, 0);
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ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
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vb_data[0] = green_quad[0];
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vb_data[1] = green_quad[1];
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vb_data[2] = green_quad[2];
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vb_data[0xffff] = green_quad[3];
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hr = IDirect3DVertexBuffer8_Unlock(vb);
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ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
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hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0);
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ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr);
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memcpy(data, indices, sizeof(indices));
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hr = IDirect3DIndexBuffer8_Unlock(ib);
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ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetIndices(device, ib, 0);
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ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(struct vertex));
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ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count, 0, 2);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 20, 20);
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ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 620, 460);
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ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color);
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IDirect3DIndexBuffer8_Release(ib);
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IDirect3DVertexBuffer8_Release(vb);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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}
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START_TEST(visual)
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{
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D3DADAPTER_IDENTIFIER8 identifier;
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@ -9596,4 +9748,5 @@ START_TEST(visual)
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test_texture_blending();
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test_color_clamping();
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test_edge_antialiasing_blending();
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test_max_index16();
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}
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