d3d9: Add a test for NP2 stretchrect.
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1c9f1f8ddd
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5d49dea373
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@ -8951,6 +8951,109 @@ out:
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if(shader)IDirect3DVertexShader9_Release(shader);
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}
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static void np2_stretch_rect_test(IDirect3DDevice9 *device) {
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IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL;
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IDirect3DTexture9 *dsttex = NULL;
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HRESULT hr;
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DWORD color;
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D3DRECT r1 = {0, 0, 50, 50 };
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D3DRECT r2 = {50, 0, 100, 50 };
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D3DRECT r3 = {50, 50, 100, 100};
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D3DRECT r4 = {0, 50, 50, 100};
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const float quad[] = {
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-1.0, -1.0, 0.1, 0.0, 0.0,
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1.0, -1.0, 0.1, 1.0, 0.0,
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-1.0, 1.0, 0.1, 0.0, 1.0,
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1.0, 1.0, 0.1, 1.0, 1.0,
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};
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hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
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ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL );
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ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL);
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ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %s\n", DXGetErrorString9(hr));
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if(!src || !dsttex) {
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skip("One or more test resources could not be created\n");
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goto cleanup;
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}
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hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst);
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ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
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/* Clear the StretchRect destination for debugging */
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, src);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
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/* Stretchrect before setting the render target back to the backbuffer. This will make Wine use
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* the target -> texture GL blit path
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*/
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hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT);
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ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %s\n", DXGetErrorString9(hr));
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IDirect3DSurface9_Release(dst);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
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if(SUCCEEDED(hr)) {
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
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color = getPixelColor(device, 160, 360);
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ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
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cleanup:
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if(src) IDirect3DSurface9_Release(src);
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if(backbuffer) IDirect3DSurface9_Release(backbuffer);
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if(dsttex) IDirect3DTexture9_Release(dsttex);
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}
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START_TEST(visual)
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{
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IDirect3DDevice9 *device_ptr;
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@ -9045,6 +9148,7 @@ START_TEST(visual)
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}
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pointsize_test(device_ptr);
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tssargtemp_test(device_ptr);
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np2_stretch_rect_test(device_ptr);
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if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
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{
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@ -2791,8 +2791,11 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
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Src->Flags &= ~SFLAG_INTEXTURE;
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}
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glReadBuffer(GL_BACK);
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checkGLcall("glReadBuffer(GL_BACK)");
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if(swapchain) {
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glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
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} else {
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glReadBuffer(myDevice->offscreenBuffer);
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}
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/* TODO: Only back up the part that will be overwritten */
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glCopyTexSubImage2D(texture_target, 0,
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