ddraw/tests: Add a test for D3DMCS_COLOR{1/2}.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -14748,6 +14748,139 @@ static void test_device_load(void)
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DestroyWindow(window);
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DestroyWindow(window);
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}
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}
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static void test_color_vertex(void)
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{
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IDirect3DDevice7 *device;
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IDirectDrawSurface7 *rt;
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D3DMATERIAL7 material;
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D3DCOLOR colour;
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unsigned int i;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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static struct
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{
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struct vec3 position;
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DWORD diffuse;
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DWORD specular;
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}
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quad_2c[] =
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{
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{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
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{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
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{{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
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{{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
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};
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static struct
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{
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struct vec3 position;
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DWORD colour;
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}
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quad_1c[] =
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{
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{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
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{{-1.0f, 1.0f, 0.0f}, 0xffff0000},
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{{ 1.0f, -1.0f, 0.0f}, 0xffff0000},
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{{ 1.0f, 1.0f, 0.0f}, 0xffff0000},
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};
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static struct
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{
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struct vec3 position;
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}
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quad_0c[] =
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{
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{{-1.0f, -1.0f, 0.0f}},
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{{-1.0f, 1.0f, 0.0f}},
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{{ 1.0f, -1.0f, 0.0f}},
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{{ 1.0f, 1.0f, 0.0f}},
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};
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/* The idea here is to set up ambient light parameters in a way that the
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* ambient colour from the material is just passed through. The emissive
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* colour is just passed through anyway. The sum of ambient + emissive
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* should allow deduction of where the material colour came from. */
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static const struct
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{
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DWORD fvf, color_vertex, ambient, emissive, result;
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void *vtx;
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}
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tests[] =
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{
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{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, FALSE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0, quad_2c},
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{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ffff00, quad_2c},
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{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x0000ff80, quad_2c},
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{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040, quad_2c},
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{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR1, 0x00ff0000, quad_2c},
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{D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR2, D3DMCS_COLOR2, 0x0000ff00, quad_2c},
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{D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0080, quad_1c},
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{D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x000000c0, quad_1c},
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{D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x00ff0080, quad_1c},
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{D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0040, quad_1c},
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{D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040, quad_1c},
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{D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR2, D3DMCS_MATERIAL, 0x000000c0, quad_1c},
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{0, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0, quad_0c},
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};
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window = CreateWindowA("static", "d3d7_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(device = create_device(window, DDSCL_NORMAL)))
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{
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skip("Failed to create a 3D device, skipping test.\n");
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
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ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_AMBIENT, 0xffffffff);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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memset(&material, 0, sizeof(material));
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U3(U1(material).ambient).b = 0.5f;
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U3(U3(material).emissive).b = 0.25f;
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hr = IDirect3DDevice7_SetMaterial(device, &material);
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ok(SUCCEEDED(hr), "Failed to set material, hr %#x\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_COLORVERTEX, tests[i].color_vertex);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_AMBIENTMATERIALSOURCE, tests[i].ambient);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_EMISSIVEMATERIALSOURCE, tests[i].emissive);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice7_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
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D3DFVF_XYZ | tests[i].fvf, tests[i].vtx, 4, 0);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice7_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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colour = get_surface_color(rt, 320, 240);
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ok(compare_color(colour, tests[i].result, 1),
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"Expected colour 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result, i, colour);
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}
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IDirectDrawSurface7_Release(rt);
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refcount = IDirect3DDevice7_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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DestroyWindow(window);
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}
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START_TEST(ddraw7)
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START_TEST(ddraw7)
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{
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{
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DDDEVICEIDENTIFIER2 identifier;
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DDDEVICEIDENTIFIER2 identifier;
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@ -14884,4 +15017,5 @@ START_TEST(ddraw7)
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test_enum_surfaces();
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test_enum_surfaces();
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test_viewport();
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test_viewport();
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test_device_load();
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test_device_load();
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test_color_vertex();
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}
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}
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