ddraw/tests: Port test_shademode() to ddraw4.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9992,6 +9992,147 @@ static void test_range_colorkey(void)
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DestroyWindow(window);
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DestroyWindow(window);
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}
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}
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static void test_shademode(void)
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{
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IDirect3DVertexBuffer *vb_strip, *vb_list, *buffer;
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D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
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IDirect3DViewport3 *viewport;
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IDirect3DDevice3 *device;
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D3DVERTEXBUFFERDESC desc;
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IDirectDrawSurface4 *rt;
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DWORD color0, color1;
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void *data = NULL;
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IDirect3D3 *d3d;
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ULONG refcount;
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UINT i, count;
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HWND window;
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HRESULT hr;
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static const struct
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{
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struct vec3 position;
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DWORD diffuse;
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}
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quad_strip[] =
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{
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{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
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{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
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{{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
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},
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quad_list[] =
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{
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{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
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{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
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{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
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{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
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};
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static const struct
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{
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DWORD primtype;
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DWORD shademode;
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DWORD color0, color1;
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}
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tests[] =
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{
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{D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00},
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{D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
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{D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
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{D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
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{D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff},
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{D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
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};
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window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(device = create_device(window, DDSCL_NORMAL)))
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{
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skip("Failed to create a 3D device, skipping test.\n");
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice3_GetDirect3D(device, &d3d);
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ok(SUCCEEDED(hr), "Failed to get d3d interface, hr %#x.\n", hr);
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hr = IDirect3DDevice3_GetRenderTarget(device, &rt);
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ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
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viewport = create_viewport(device, 0, 0, 640, 480);
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hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
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ok(SUCCEEDED(hr), "Failed to activate the viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
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memset(&desc, 0, sizeof(desc));
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desc.dwSize = sizeof(desc);
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desc.dwCaps = D3DVBCAPS_WRITEONLY;
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desc.dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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desc.dwNumVertices = sizeof(quad_strip) / sizeof(*quad_strip);
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hr = IDirect3D3_CreateVertexBuffer(d3d, &desc, &vb_strip, 0, NULL);
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ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer_Lock(vb_strip, 0, &data, NULL);
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ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
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memcpy(data, quad_strip, sizeof(quad_strip));
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hr = IDirect3DVertexBuffer_Unlock(vb_strip);
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ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
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desc.dwNumVertices = sizeof(quad_list) / sizeof(*quad_list);
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hr = IDirect3D3_CreateVertexBuffer(d3d, &desc, &vb_list, 0, NULL);
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ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer_Lock(vb_list, 0, &data, NULL);
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ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
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memcpy(data, quad_list, sizeof(quad_list));
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hr = IDirect3DVertexBuffer_Unlock(vb_list);
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ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
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/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
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* the color fixups we have to do for FLAT shading will be dependent on that. */
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for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
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{
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hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_SHADEMODE, tests[i].shademode);
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ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr);
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hr = IDirect3DDevice3_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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buffer = tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list;
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count = tests[i].primtype == D3DPT_TRIANGLESTRIP ? 4 : 6;
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hr = IDirect3DDevice3_DrawPrimitiveVB(device, tests[i].primtype, buffer, 0, count, 0);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice3_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color0 = get_surface_color(rt, 100, 100); /* Inside first triangle */
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color1 = get_surface_color(rt, 500, 350); /* Inside second triangle */
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/* For D3DSHADE_FLAT it should take the color of the first vertex of
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* each triangle. This requires EXT_provoking_vertex or similar
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* functionality being available. */
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/* PHONG should be the same as GOURAUD, since no hardware implements
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* this. */
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ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
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i, color0, tests[i].color0);
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ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
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i, color1, tests[i].color1);
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}
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IDirect3DVertexBuffer_Release(vb_strip);
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IDirect3DVertexBuffer_Release(vb_list);
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destroy_viewport(device, viewport);
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IDirectDrawSurface4_Release(rt);
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IDirect3D3_Release(d3d);
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refcount = IDirect3DDevice3_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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DestroyWindow(window);
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}
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START_TEST(ddraw4)
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START_TEST(ddraw4)
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{
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{
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IDirectDraw4 *ddraw;
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IDirectDraw4 *ddraw;
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@ -10077,4 +10218,5 @@ START_TEST(ddraw4)
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test_texcoordindex();
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test_texcoordindex();
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test_colorkey_precision();
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test_colorkey_precision();
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test_range_colorkey();
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test_range_colorkey();
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test_shademode();
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}
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}
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