d3d8/tests: Add a test for partial depth buffer copies.

This commit is contained in:
Henri Verbeet 2011-04-04 17:46:03 +02:00 committed by Alexandre Julliard
parent 032f8702ed
commit 826c91c5e0
1 changed files with 101 additions and 0 deletions

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@ -1556,6 +1556,106 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
}
/* Test that partial depth copies work the way they're supposed to. The clear
* on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
* the following draw should only copy back the part that was modified. */
static void depth_buffer2_test(IDirect3DDevice8 *device)
{
static const struct vertex quad[] =
{
{ -1.0, 1.0, 0.66f, 0xffff0000},
{ 1.0, 1.0, 0.66f, 0xffff0000},
{ -1.0, -1.0, 0.66f, 0xffff0000},
{ 1.0, -1.0, 0.66f, 0xffff0000},
};
IDirect3DSurface8 *backbuffer, *rt1, *rt2;
IDirect3DSurface8 *depth_stencil;
unsigned int i, j;
D3DVIEWPORT8 vp;
D3DCOLOR color;
HRESULT hr;
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt1);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt2);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(depth_stencil);
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(rt2);
IDirect3DSurface8_Release(rt1);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
unsigned int x = 80 * ((2 * j) + 1);
unsigned int y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
"Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
}
static void intz_test(IDirect3DDevice8 *device)
{
static const DWORD ps_code[] =
@ -2033,6 +2133,7 @@ START_TEST(visual)
p8_texture_test(device_ptr);
texop_test(device_ptr);
depth_buffer_test(device_ptr);
depth_buffer2_test(device_ptr);
intz_test(device_ptr);
shadow_test(device_ptr);