d3d8: Add depth clamp tests.
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@ -154,6 +154,12 @@ struct vertex
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DWORD diffuse;
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};
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struct tvertex
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{
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float x, y, z, w;
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DWORD diffuse;
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};
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struct nvertex
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{
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float x, y, z;
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@ -1292,6 +1298,138 @@ static void texop_test(IDirect3DDevice8 *device)
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if (texture) IDirect3DTexture8_Release(texture);
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}
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/* This test tests depth clamping / clipping behaviour:
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* - When D3DRS_CLIPPING is disabled depth values are *clamped* to the
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* minimum/maximum z value.
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* - The viewport's MinZ/MaxZ is irrelevant for this.
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* - When D3DRS_CLIPPING is enabled depth values are clipped.
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* - Pretransformed vertices behave the same as regular vertices.
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*/
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static void depth_clamp_test(IDirect3DDevice8 *device)
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{
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const struct tvertex quad1[] =
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{
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{ 0, 0, 5.0f, 1.0, 0xff002b7f},
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{ 640, 0, 5.0f, 1.0, 0xff002b7f},
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{ 0, 480, 5.0f, 1.0, 0xff002b7f},
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{ 640, 480, 5.0f, 1.0, 0xff002b7f},
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};
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const struct tvertex quad2[] =
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{
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{ 0, 300, 10.0f, 1.0, 0xfff9e814},
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{ 640, 300, 10.0f, 1.0, 0xfff9e814},
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{ 0, 360, 10.0f, 1.0, 0xfff9e814},
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{ 640, 360, 10.0f, 1.0, 0xfff9e814},
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};
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const struct vertex quad3[] =
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{
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{-0.65, 0.55, 5.0f, 0xffffffff},
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{-0.35, 0.55, 5.0f, 0xffffffff},
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{-0.65, 0.15, 5.0f, 0xffffffff},
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{-0.35, 0.15, 5.0f, 0xffffffff},
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};
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const struct vertex quad4[] =
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{
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{-0.87, 0.83, 10.0f, 0xffffffff},
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{-0.65, 0.83, 10.0f, 0xffffffff},
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{-0.87, 0.55, 10.0f, 0xffffffff},
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{-0.65, 0.55, 10.0f, 0xffffffff},
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};
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const struct vertex quad5[] =
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{
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{ -0.5, 0.5, 10.0f, 0xff14f914},
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{ 0.5, 0.5, 10.0f, 0xff14f914},
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{ -0.5, -0.5, 10.0f, 0xff14f914},
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{ 0.5, -0.5, 10.0f, 0xff14f914},
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};
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const struct tvertex quad6[] =
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{
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{ 0, 120, 10.0f, 1.0, 0xfff91414},
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{ 640, 120, 10.0f, 1.0, 0xfff91414},
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{ 0, 180, 10.0f, 1.0, 0xfff91414},
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{ 640, 180, 10.0f, 1.0, 0xfff91414},
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};
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D3DVIEWPORT8 vp;
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D3DCOLOR color;
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HRESULT hr;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = 640;
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vp.Height = 480;
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vp.MinZ = 0.0;
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vp.MaxZ = 7.5;
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hr = IDirect3DDevice8_SetViewport(device, &vp);
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ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0);
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ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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color = getPixelColor(device, 75, 75);
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todo_wine ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
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color = getPixelColor(device, 150, 150);
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todo_wine ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
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color = getPixelColor(device, 320, 330);
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todo_wine ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
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color = getPixelColor(device, 320, 330);
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todo_wine ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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hr = IDirect3DDevice8_SetViewport(device, &vp);
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ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
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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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@ -1347,6 +1485,7 @@ START_TEST(visual)
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IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
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/* Now run the real test */
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depth_clamp_test(device_ptr);
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lighting_test(device_ptr);
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clear_test(device_ptr);
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fog_test(device_ptr);
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