From 38548df04b8ae1a5a7f4bf2127bf45d9b5b1fdc6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Wed, 12 Nov 2014 00:18:05 +0100 Subject: [PATCH] d3d/tests: Test fog interpolation. --- dlls/d3d8/tests/visual.c | 145 ++++++++++++++++++++++++++++++++++++++ dlls/d3d9/tests/visual.c | 145 ++++++++++++++++++++++++++++++++++++++ dlls/ddraw/tests/ddraw7.c | 125 ++++++++++++++++++++++++++++++++ 3 files changed, 415 insertions(+) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 9895a733ad3..b21c9f045d8 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -5217,6 +5217,150 @@ done: DestroyWindow(window); } +static void fog_interpolation_test(void) +{ + HRESULT hr; + IDirect3DDevice8 *device; + IDirect3D8 *d3d; + ULONG refcount; + HWND window; + D3DCOLOR color; + static const struct + { + struct vec3 position; + D3DCOLOR diffuse; + D3DCOLOR specular; + } + quad[] = + { + {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000}, + {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000}, + {{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000}, + {{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000}, + }; + union + { + DWORD d; + float f; + } conv; + unsigned int i; + static const struct + { + D3DFOGMODE vfog, tfog; + D3DSHADEMODE shade; + D3DCOLOR middle_color; + BOOL todo; + } + tests[] = + { + {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE}, + {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE}, + {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE}, + {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE}, + {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, + {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, + {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, + {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, + }; + static const D3DMATRIX ident_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 + }}}; + D3DCAPS8 caps; + + window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + d3d = Direct3DCreate8(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + + if (!(device = create_device(d3d, window, window, TRUE))) + { + skip("Failed to create a D3D device, skipping tests.\n"); + IDirect3D8_Release(d3d); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) + skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + conv.f = 5.0; + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + + /* Some of the tests seem to depend on the projection matrix explicitly + * being set to an identity matrix, even though that's the default. + * (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this, + * the drivers seem to use a static z = 1.0 input for the fog equation. + * The input value is independent of the actual z and w component of + * the vertex position. */ + hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + + for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) + { + if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) + continue; + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 0, 240); + ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + color = getPixelColor(device, 320, 240); + if (tests[i].todo) + todo_wine ok(color_match(color, tests[i].middle_color, 2), + "Got unexpected color 0x%08x, case %u.\n", color, i); + else + ok(color_match(color, tests[i].middle_color, 2), + "Got unexpected color 0x%08x, case %u.\n", color, i); + color = getPixelColor(device, 639, 240); + ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + } + + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + IDirect3D8_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; @@ -5267,4 +5411,5 @@ START_TEST(visual) volume_v16u16_test(); add_dirty_rect_test(); test_3dc_formats(); + fog_interpolation_test(); } diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index d1d74476f2d..8cc4157ef0a 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -16820,6 +16820,150 @@ done: DestroyWindow(window); } +static void fog_interpolation_test(void) +{ + HRESULT hr; + IDirect3DDevice9 *device; + IDirect3D9 *d3d; + ULONG refcount; + HWND window; + D3DCOLOR color; + static const struct + { + struct vec3 position; + D3DCOLOR diffuse; + D3DCOLOR specular; + } + quad[] = + { + {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000}, + {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000}, + {{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000}, + {{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000}, + }; + union + { + DWORD d; + float f; + } conv; + unsigned int i; + static const struct + { + D3DFOGMODE vfog, tfog; + D3DSHADEMODE shade; + D3DCOLOR middle_color; + BOOL todo; + } + tests[] = + { + {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE}, + {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE}, + {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE}, + {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE}, + {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, + {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, + {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, + {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, + }; + static const D3DMATRIX ident_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 + }}}; + D3DCAPS9 caps; + + window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + d3d = Direct3DCreate9(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + + if (!(device = create_device(d3d, window, window, TRUE))) + { + skip("Failed to create a D3D device, skipping tests.\n"); + IDirect3D9_Release(d3d); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) + skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); + + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + conv.f = 5.0; + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + + /* Some of the tests seem to depend on the projection matrix explicitly + * being set to an identity matrix, even though that's the default. + * (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this, + * the drivers seem to use a static z = 1.0 input for the fog equation. + * The input value is independent of the actual z and w component of + * the vertex position. */ + hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + + for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) + { + if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) + continue; + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 0, 240); + ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + color = getPixelColor(device, 320, 240); + if (tests[i].todo) + todo_wine ok(color_match(color, tests[i].middle_color, 2), + "Got unexpected color 0x%08x, case %u.\n", color, i); + else + ok(color_match(color, tests[i].middle_color, 2), + "Got unexpected color 0x%08x, case %u.\n", color, i); + color = getPixelColor(device, 639, 240); + ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + } + + refcount = IDirect3DDevice9_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + IDirect3D9_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER9 identifier; @@ -16928,4 +17072,5 @@ START_TEST(visual) stencil_cull_test(); test_per_stage_constant(); test_3dc_formats(); + fog_interpolation_test(); } diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c index cbf6112bfae..f505c659d30 100644 --- a/dlls/ddraw/tests/ddraw7.c +++ b/dlls/ddraw/tests/ddraw7.c @@ -7764,6 +7764,130 @@ static void test_surface_desc_lock(void) DestroyWindow(window); } +static void fog_interpolation_test(void) +{ + HRESULT hr; + IDirect3DDevice7 *device; + IDirectDrawSurface7 *rt; + ULONG refcount; + HWND window; + D3DCOLOR color; + static struct + { + struct vec3 position; + D3DCOLOR diffuse; + D3DCOLOR specular; + } + quad[] = + { + {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000}, + {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000}, + {{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000}, + {{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000}, + }; + union + { + DWORD d; + float f; + } conv; + unsigned int i; + static const struct + { + D3DFOGMODE vfog, tfog; + D3DSHADEMODE shade; + D3DCOLOR middle_color; + BOOL todo; + } + tests[] = + { + {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE}, + {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE}, + {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE}, + {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE}, + {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, + {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, + {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, + {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, + }; + D3DDEVICEDESC7 caps; + + window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW, + 0, 0, 640, 480, 0, 0, 0, 0); + + 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_GetCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE)) + skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); + + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0x0000ff00); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + conv.f = 5.0; + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGDENSITY, conv.d); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + + hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_TEXTUREFACTOR, 0x000000ff); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + + for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) + { + if(!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) + continue; + + hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SHADEMODE, tests[i].shade); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, tests[i].vfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, tests[i].tfog); + ok(SUCCEEDED(hr), "Failed to set render state, 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 | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, 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, 0, 240); + ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + color = get_surface_color(rt, 320, 240); + if (tests[i].todo) + todo_wine ok(compare_color(color, tests[i].middle_color, 2), + "Got unexpected color 0x%08x, case %u.\n", color, i); + else + ok(compare_color(color, tests[i].middle_color, 2), + "Got unexpected color 0x%08x, case %u.\n", color, i); + color = get_surface_color(rt, 639, 240); + ok(compare_color(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + } + + 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"); @@ -7850,4 +7974,5 @@ START_TEST(ddraw7) test_lost_device(); test_resource_priority(); test_surface_desc_lock(); + fog_interpolation_test(); }