d3d9/tests: Test multisample mismatch.

This commit is contained in:
Stefan Dösinger 2015-06-09 22:48:15 +02:00 committed by Alexandre Julliard
parent 4e53faf77b
commit 4d8bfe190c
1 changed files with 218 additions and 0 deletions

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@ -18555,6 +18555,223 @@ done:
DestroyWindow(window);
}
static void test_multisample_mismatch(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
HWND window;
HRESULT hr;
D3DCOLOR color;
ULONG refcount;
IDirect3DSurface9 *rt, *rt_multi, *ds;
static const struct
{
struct vec3 position;
DWORD color;
}
quad[] =
{
{{ -1.0f, -1.0f, 0.0f}, 0x000000ff},
{{ -1.0f, 1.0f, 0.0f}, 0x000000ff},
{{ 1.0f, -1.0f, 1.0f}, 0x000000ff},
{{ 1.0f, 1.0f, 1.0f}, 0x000000ff},
};
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 (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample mismatch test.\n");
IDirect3D9_Release(d3d);
return;
}
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_D24X8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_D24X8, skipping multisample mismatch test.\n");
IDirect3D9_Release(d3d);
return;
}
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_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt_multi, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.1f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, 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_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Clear with incompatible buffers. Partial and combined clears. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
/* The color buffer is reliably cleared on AMD and Nvidia GPUs. */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Check depth buffer values. AMD GPUs (r500 and evergreen tested) clear the depth buffer
* like you'd expect in a correct framebuffer setup. Nvidia doesn't clear it, neither in
* the Z only clear case nor in the combined clear case. */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, 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, 62, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 64, 240);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 318, 240);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 322, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Draw with incompatible buffers. AMD even performs Z testing, and the Z test
* results appear to be correct for this simple draw. Nvidia doesn't draw unless
* the depth test is disabled. Setting ZFUNC = ALWAYS doesn't make the geometry
* show up either. Only test the ZENABLE = FALSE case for now. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, 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);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
/* Test the reverse situation: Multisampled depth buffer, single sampled color buffer.
* Color clears work as expected, AMD also clears the depth buffer, Nvidia does not. */
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24X8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL);
ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ffff00, 0.1f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
color = getPixelColor(device, 62, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 318, 240);
ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x000000ff, 1)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 322, 240);
ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Draw with a single sampled color buffer and a multisampled depth buffer. Again
* AMD seems to perform correct Z testing, Nvidia doesn't draw unless the Z test
* is disabled. Again only test the ZENABLE = FALSE case. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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, 320, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(ds);
IDirect3DSurface9_Release(rt_multi);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER9 identifier;
@ -18668,4 +18885,5 @@ START_TEST(visual)
test_position_index();
test_table_fog_zw();
test_signed_formats();
test_multisample_mismatch();
}