d3d8/tests: Port the depth blit test to d3d8.
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e4692b3f66
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@ -944,12 +944,26 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(IDirect3DDevice8 *iface,
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wined3d_mutex_lock();
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wined3d_resource = wined3d_surface_get_resource(Source->wined3d_surface);
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wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
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if (wined3d_desc.usage & WINED3DUSAGE_DEPTHSTENCIL)
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{
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WARN("Source %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n",
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pSourceSurface);
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wined3d_mutex_unlock();
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return D3DERR_INVALIDCALL;
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}
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srcFormat = wined3d_desc.format;
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src_w = wined3d_desc.width;
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src_h = wined3d_desc.height;
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wined3d_resource = wined3d_surface_get_resource(Dest->wined3d_surface);
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wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
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if (wined3d_desc.usage & WINED3DUSAGE_DEPTHSTENCIL)
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{
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WARN("Dest %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n",
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pDestinationSurface);
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wined3d_mutex_unlock();
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return D3DERR_INVALIDCALL;
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}
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destFormat = wined3d_desc.format;
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/* Check that the source and destination formats match */
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@ -3091,6 +3091,78 @@ done:
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UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL));
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}
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static void depth_blit_test(void)
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{
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HWND hwnd = NULL;
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IDirect3D8 *d3d8 = NULL;
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IDirect3DDevice8 *device = NULL;
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IDirect3DSurface8 *backbuffer, *ds1, *ds2, *ds3;
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RECT src_rect;
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const POINT dst_point = {0, 0};
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HRESULT hr;
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d3d8 = pDirect3DCreate8(D3D_SDK_VERSION);
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ok(d3d8 != NULL, "Direct3DCreate8 failed.\n");
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hwnd = CreateWindow("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL);
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ok(hwnd != NULL, "CreateWindow failed.\n");
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if (!d3d8 || !hwnd)
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goto done;
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device = create_device(d3d8, hwnd, hwnd, TRUE);
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if (!device)
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
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ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds1);
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ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds2);
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ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds3);
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ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
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/* Partial blit. */
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SetRect(&src_rect, 0, 0, 320, 240);
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hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
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ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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/* Flipped. */
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SetRect(&src_rect, 0, 480, 640, 0);
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hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
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ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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/* Full, explicit. */
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SetRect(&src_rect, 0, 0, 640, 480);
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hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
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ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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/* Depth -> color blit.*/
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hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, backbuffer, &dst_point);
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ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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/* Full, NULL rects, current depth stencil -> unbound depth stencil */
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hr = IDirect3DDevice8_CopyRects(device, ds1, NULL, 0, ds2, NULL);
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ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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/* Full, NULL rects, unbound depth stencil -> current depth stencil */
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hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds1, NULL);
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ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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/* Full, NULL rects, unbound depth stencil -> unbound depth stencil */
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hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds3, NULL);
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ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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IDirect3DSurface8_Release(backbuffer);
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IDirect3DSurface8_Release(ds3);
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IDirect3DSurface8_Release(ds2);
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IDirect3DSurface8_Release(ds1);
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done:
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if (device) IDirect3DDevice8_Release(device);
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if (d3d8) IDirect3D8_Release(d3d8);
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if (hwnd) DestroyWindow(hwnd);
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}
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START_TEST(device)
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{
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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@ -3145,6 +3217,7 @@ START_TEST(device)
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test_wrong_shader();
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test_mode_change();
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test_device_window_reset();
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depth_blit_test();
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}
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UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
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}
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@ -2429,7 +2429,7 @@ static void multisample_copy_rects_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL);
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todo_wine ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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