ddraw/tests: Port test_shademode() to ddraw1.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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053c190ca1
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@ -5492,6 +5492,7 @@ static void test_lighting(void)
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if (!(device = create_device(ddraw, 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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IDirectDraw_Release(ddraw);
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DestroyWindow(window);
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return;
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}
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@ -7729,6 +7730,148 @@ static void test_range_colorkey(void)
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DestroyWindow(window);
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}
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static void test_shademode(void)
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{
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static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
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IDirect3DExecuteBuffer *execute_buffer;
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D3DEXECUTEBUFFERDESC exec_desc;
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IDirect3DMaterial *background;
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IDirect3DViewport *viewport;
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IDirect3DDevice *device;
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IDirectDrawSurface *rt;
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const D3DLVERTEX *quad;
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DWORD color0, color1;
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UINT i, inst_length;
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IDirectDraw *ddraw;
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IDirect3D *d3d;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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void *ptr;
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static const D3DLVERTEX quad_strip[] =
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{
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{{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}},
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{{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}},
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{{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}},
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{{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}},
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},
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quad_list[] =
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{
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{{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}},
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{{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}},
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{{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}},
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{{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}},
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};
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static const struct
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{
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DWORD primtype;
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DWORD shademode;
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DWORD color0, color1;
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}
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tests[] =
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{
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{D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff},
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{D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
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{D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
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{D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
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{D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x000000ff, 0x0000ff00},
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{D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
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};
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window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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ddraw = create_ddraw();
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ok(!!ddraw, "Failed to create a ddraw object.\n");
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if (!(device = create_device(ddraw, 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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IDirectDraw_Release(ddraw);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice_GetDirect3D(device, &d3d);
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ok(SUCCEEDED(hr), "Failed to get d3d interface, hr %#x.\n", hr);
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hr = IDirect3DDevice_QueryInterface(device, &IID_IDirectDrawSurface, (void **)&rt);
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ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
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background = create_diffuse_material(device, 1.0f, 1.0f, 1.0f, 1.0f);
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viewport = create_viewport(device, 0, 0, 640, 480);
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viewport_set_background(device, viewport, background);
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memset(&exec_desc, 0, sizeof(exec_desc));
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exec_desc.dwSize = sizeof(exec_desc);
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exec_desc.dwFlags = D3DDEB_BUFSIZE | D3DDEB_CAPS;
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exec_desc.dwBufferSize = 1024;
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exec_desc.dwCaps = D3DDEBCAPS_SYSTEMMEMORY;
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hr = IDirect3DDevice_CreateExecuteBuffer(device, &exec_desc, &execute_buffer, NULL);
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ok(SUCCEEDED(hr), "Failed to create execute buffer, hr %#x.\n", hr);
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/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
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* the color fixups we have to do for FLAT shading will be dependent on that. */
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for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
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{
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hr = IDirect3DViewport_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
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ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
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hr = IDirect3DExecuteBuffer_Lock(execute_buffer, &exec_desc);
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ok(SUCCEEDED(hr), "Failed to lock execute buffer, hr %#x.\n", hr);
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quad = tests[i].primtype == D3DPT_TRIANGLESTRIP ? quad_strip : quad_list;
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memcpy(exec_desc.lpData, quad, sizeof(quad_strip));
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ptr = ((BYTE *)exec_desc.lpData) + sizeof(quad_strip);
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emit_set_rs(&ptr, D3DRENDERSTATE_CLIPPING, FALSE);
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emit_set_rs(&ptr, D3DRENDERSTATE_ZENABLE, FALSE);
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emit_set_rs(&ptr, D3DRENDERSTATE_FOGENABLE, FALSE);
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emit_set_rs(&ptr, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
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emit_set_rs(&ptr, D3DRENDERSTATE_SHADEMODE, tests[i].shademode);
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emit_process_vertices(&ptr, D3DPROCESSVERTICES_TRANSFORM, 0, 4);
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if (tests[i].primtype == D3DPT_TRIANGLESTRIP)
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emit_tquad(&ptr, 0);
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else
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emit_tquad_tlist(&ptr, 0);
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emit_end(&ptr);
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inst_length = (BYTE *)ptr - (BYTE *)exec_desc.lpData;
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inst_length -= sizeof(quad_strip);
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hr = IDirect3DExecuteBuffer_Unlock(execute_buffer);
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ok(SUCCEEDED(hr), "Failed to unlock execute buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice2_BeginScene(device);
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set_execute_data(execute_buffer, 4, sizeof(quad_strip), inst_length);
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hr = IDirect3DDevice_Execute(device, execute_buffer, viewport, D3DEXECUTE_CLIPPED);
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ok(SUCCEEDED(hr), "Failed to execute exec buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice2_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color0 = get_surface_color(rt, 100, 100); /* Inside first triangle */
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color1 = get_surface_color(rt, 500, 350); /* Inside second triangle */
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/* For D3DSHADE_FLAT it should take the color of the first vertex of
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* each triangle. This requires EXT_provoking_vertex or similar
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* functionality being available. */
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/* PHONG should be the same as GOURAUD, since no hardware implements
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* this. */
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ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
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i, color0, tests[i].color0);
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ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
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i, color1, tests[i].color1);
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}
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IDirect3DExecuteBuffer_Release(execute_buffer);
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destroy_viewport(device, viewport);
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destroy_material(background);
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IDirectDrawSurface_Release(rt);
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IDirect3D_Release(d3d);
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refcount = IDirect3DDevice_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirectDraw_Release(ddraw);
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DestroyWindow(window);
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}
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START_TEST(ddraw1)
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{
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IDirectDraw *ddraw;
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@ -7800,4 +7943,5 @@ START_TEST(ddraw1)
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test_color_fill();
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test_colorkey_precision();
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test_range_colorkey();
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test_shademode();
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}
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