d3d8/tests: Test drawing with D3DPOOL_SYSTEMMEM textures.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2019-01-24 01:11:00 +01:00 committed by Alexandre Julliard
parent 35e7d1e1f7
commit 6e1015d8bc
1 changed files with 30 additions and 1 deletions

View File

@ -10447,7 +10447,7 @@ static void test_color_vertex(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EMISSIVEMATERIALSOURCE, tests[i].emissive); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EMISSIVEMATERIALSOURCE, tests[i].emissive);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | tests[i].fvf); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | tests[i].fvf);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to set vertex format, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
@ -10475,9 +10475,11 @@ static void test_sysmem_draw(void)
{ {
IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb; IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb;
D3DPRESENT_PARAMETERS present_parameters = {0}; D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DTexture8 *texture;
IDirect3DIndexBuffer8 *ib; IDirect3DIndexBuffer8 *ib;
IDirect3DDevice8 *device; IDirect3DDevice8 *device;
struct vec4 *dst_data; struct vec4 *dst_data;
D3DLOCKED_RECT lr;
IDirect3D8 *d3d; IDirect3D8 *d3d;
D3DCOLOR colour; D3DCOLOR colour;
unsigned int i; unsigned int i;
@ -10487,6 +10489,7 @@ static void test_sysmem_draw(void)
BYTE *data; BYTE *data;
DWORD vs; DWORD vs;
static const DWORD texture_data[4] = {0xffff0000, 0xff00ff00, 0xff0000ff, 0xffffffff};
static const DWORD decl[] = static const DWORD decl[] =
{ {
D3DVSD_STREAM(0), D3DVSD_STREAM(0),
@ -10695,9 +10698,35 @@ static void test_sysmem_draw(void)
colour = getPixelColor(device, 320, 240); colour = getPixelColor(device, 320, 240);
ok(color_match(colour, 0x00443322, 1), "Got unexpected colour 0x%08x.\n", colour); ok(color_match(colour, 0x00443322, 1), "Got unexpected colour 0x%08x.\n", colour);
hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
memcpy(lr.pBits, texture_data, sizeof(texture_data));
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
IDirect3DVertexBuffer8_Release(vb_s1); IDirect3DVertexBuffer8_Release(vb_s1);
IDirect3DVertexBuffer8_Release(vb_s0); IDirect3DVertexBuffer8_Release(vb_s0);
IDirect3DDevice8_DeleteVertexShader(device, vs); IDirect3DDevice8_DeleteVertexShader(device, vs);