diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 764e9c1d438..cd830b65799 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -1,6 +1,6 @@ /* * Copyright (C) 2005 Henri Verbeet - * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) + * Copyright (C) 2007, 2009, 2011-2013 Stefan Dösinger(for CodeWeavers) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public @@ -3220,6 +3220,173 @@ static void zenable_test(IDirect3DDevice8 *device) } } +static void fog_special_test(IDirect3DDevice8 *device) +{ + static const struct + { + struct vec3 position; + D3DCOLOR diffuse; + } + quad[] = + { + {{ -1.0f, -1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, -1.0f, 1.0f}, 0xff00ff00}, + {{ -1.0f, 1.0f, 0.0f}, 0xff00ff00}, + {{ 1.0f, 1.0f, 1.0f}, 0xff00ff00} + }; + static const struct + { + DWORD vertexmode, tablemode; + BOOL vs, ps; + D3DCOLOR color_left, color_right; + } + tests[] = + { + {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000}, + {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000}, + {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000}, + {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000}, + + {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000}, + {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000}, + {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000}, + {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000}, + }; + static const DWORD pixel_shader_code[] = + { + 0xffff0101, /* ps.1.1 */ + 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ + 0x0000ffff + }; + static const DWORD vertex_decl[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ + D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ + D3DVSD_END() + }; + static const DWORD vertex_shader_code[] = + { + 0xfffe0101, /* vs.1.1 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ + 0x0000ffff + }; + union + { + float f; + DWORD d; + } conv; + DWORD color; + HRESULT hr; + unsigned int i; + DWORD ps, vs; + D3DCAPS8 caps; + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) + { + hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + } + else + { + skip("Vertex Shaders not supported, skipping some fog tests.\n"); + vs = 0; + } + if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) + { + hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + } + else + { + skip("Pixel Shaders not supported, skipping some fog tests.\n"); + ps = 0; + } + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); + ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); + ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); + + conv.f = 0.5f; + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d); + ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d); + ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); + + for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) + { + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + + if (!tests[i].vs) + { + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + } + else if (vs) + { + hr = IDirect3DDevice8_SetVertexShader(device, vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + } + else + { + continue; + } + + if (!tests[i].ps) + { + hr = IDirect3DDevice8_SetPixelShader(device, 0); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + } + else if (ps) + { + hr = IDirect3DDevice8_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + } + else + { + continue; + } + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); + ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); + ok(SUCCEEDED(hr), "Failed to set fogtablemode, 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); + + color = getPixelColor(device, 310, 240); + ok(color_match(color, tests[i].color_left, 1), + "Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i); + color = getPixelColor(device, 330, 240); + ok(color_match(color, tests[i].color_right, 1), + "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i); + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + } + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable fog, 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); + if (vs) + IDirect3DDevice8_DeleteVertexShader(device, vs); + if (ps) + IDirect3DDevice8_DeletePixelShader(device, ps); +} + START_TEST(visual) { IDirect3DDevice8 *device_ptr; @@ -3303,6 +3470,7 @@ START_TEST(visual) multisample_copy_rects_test(device_ptr); zenable_test(device_ptr); resz_test(device_ptr); + fog_special_test(device_ptr); cleanup: if(device_ptr) {