d3d8/tests: Add tests for z-clipping with D3DRS_ZENABLE disabled.
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19199bc524
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@ -25,6 +25,16 @@
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static HMODULE d3d8_handle = 0;
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struct vec3
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{
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float x, y, z;
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};
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struct vec4
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{
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float x, y, z, w;
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};
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static HWND create_window(void)
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{
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WNDCLASS wc = {0};
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@ -2766,6 +2776,140 @@ static void resz_test(IDirect3DDevice8 *device)
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IDirect3DSurface8_Release(original_rt);
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}
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static void zenable_test(IDirect3DDevice8 *device)
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{
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static const struct
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{
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struct vec4 position;
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D3DCOLOR diffuse;
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}
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tquad[] =
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{
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{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00},
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{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00},
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{{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00},
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{{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00},
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};
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D3DCOLOR color;
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D3DCAPS8 caps;
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HRESULT hr;
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UINT x, y;
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UINT i, j;
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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x = 80 * ((2 * j) + 1);
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y = 60 * ((2 * i) + 1);
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color = getPixelColor(device, x, y);
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ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
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}
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}
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)
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&& caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
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{
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static const DWORD vs_code[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */
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0x0000ffff
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};
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static const DWORD ps_code[] =
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{
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0xffff0101, /* ps_1_1 */
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0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
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0x0000ffff /* end */
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};
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static const struct vec3 quad[] =
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{
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{-1.0f, -1.0f, -0.5f},
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{-1.0f, 1.0f, -0.5f},
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{ 1.0f, -1.0f, 1.5f},
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{ 1.0f, 1.0f, 1.5f},
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};
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static const D3DCOLOR expected[] =
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{
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0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000,
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0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000,
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0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000,
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0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000,
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};
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static const DWORD decl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
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D3DVSD_END()
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};
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DWORD vs, ps;
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, vs);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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x = 80 * ((2 * j) + 1);
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y = 60 * ((2 * i) + 1);
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color = getPixelColor(device, x, y);
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ok(color_match(color, expected[i * 4 + j], 1),
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"Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color);
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}
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}
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeletePixelShader(device, ps);
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ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeleteVertexShader(device, vs);
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ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr);
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}
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}
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START_TEST(visual)
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{
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IDirect3DDevice8 *device_ptr;
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@ -2845,6 +2989,7 @@ START_TEST(visual)
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intz_test(device_ptr);
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shadow_test(device_ptr);
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multisample_copy_rects_test(device_ptr);
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zenable_test(device_ptr);
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resz_test(device_ptr);
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cleanup:
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