diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index cafcd32ab65..d8e1ed24835 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -25,6 +25,16 @@ static HMODULE d3d8_handle = 0; +struct vec3 +{ + float x, y, z; +}; + +struct vec4 +{ + float x, y, z, w; +}; + static HWND create_window(void) { WNDCLASS wc = {0}; @@ -2766,6 +2776,140 @@ static void resz_test(IDirect3DDevice8 *device) IDirect3DSurface8_Release(original_rt); } +static void zenable_test(IDirect3DDevice8 *device) +{ + static const struct + { + struct vec4 position; + D3DCOLOR diffuse; + } + tquad[] = + { + {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, + {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, + {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, + {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, + }; + D3DCOLOR color; + D3DCAPS8 caps; + HRESULT hr; + UINT x, y; + UINT i, j; + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); + ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear render target, 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, tquad, sizeof(*tquad)); + 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); + + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + x = 80 * ((2 * j) + 1); + y = 60 * ((2 * i) + 1); + color = getPixelColor(device, x, y); + ok(color_match(color, 0x0000ff00, 1), + "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color); + } + } + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + + if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) + && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) + { + static const DWORD vs_code[] = + { + 0xfffe0101, /* vs_1_1 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ + 0x0000ffff + }; + static const DWORD ps_code[] = + { + 0xffff0101, /* ps_1_1 */ + 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ + 0x0000ffff /* end */ + }; + static const struct vec3 quad[] = + { + {-1.0f, -1.0f, -0.5f}, + {-1.0f, 1.0f, -0.5f}, + { 1.0f, -1.0f, 1.5f}, + { 1.0f, 1.0f, 1.5f}, + }; + static const D3DCOLOR expected[] = + { + 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, + 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, + 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, + 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, + }; + static const DWORD decl[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), + D3DVSD_END() + }; + DWORD vs, ps; + + hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear render target, 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); + + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + x = 80 * ((2 * j) + 1); + y = 60 * ((2 * i) + 1); + color = getPixelColor(device, x, y); + ok(color_match(color, expected[i * 4 + j], 1), + "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); + } + } + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetPixelShader(device, 0); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, 0); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_DeletePixelShader(device, ps); + ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_DeleteVertexShader(device, vs); + ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); + } +} + START_TEST(visual) { IDirect3DDevice8 *device_ptr; @@ -2845,6 +2989,7 @@ START_TEST(visual) intz_test(device_ptr); shadow_test(device_ptr); multisample_copy_rects_test(device_ptr); + zenable_test(device_ptr); resz_test(device_ptr); cleanup: