diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 22c36c5d6c0..7f21dc2d69f 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -7587,6 +7587,120 @@ static void pointsize_test(IDirect3DDevice9 *device) ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%s\n", DXGetErrorString9(hr)); } +static void multiple_rendertargets_test(IDirect3DDevice9 *device) +{ + HRESULT hr; + IDirect3DPixelShader9 *ps; + IDirect3DTexture9 *tex1, *tex2; + IDirect3DSurface9 *surf1, *surf2, *backbuf; + D3DCAPS9 caps; + DWORD color; + DWORD shader_code[] = { + 0xffff0300, /* ps_3_0 */ + 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0, 1, 0, 0 */ + 0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0, 0, 1, 0 */ + 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ + 0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */ + 0x0000ffff /* END */ + }; + float quad[] = { + -1.0, -1.0, 0.1, + 1.0, -1.0, 0.1, + -1.0, 1.0, 0.1, + 1.0, 1.0, 0.1, + }; + float texquad[] = { + -1.0, -1.0, 0.1, 0.0, 0.0, + 0.0, -1.0, 0.1, 1.0, 0.0, + -1.0, 1.0, 0.1, 0.0, 1.0, + 0.0, 1.0, 0.1, 1.0, 1.0, + + 0.0, -1.0, 0.1, 0.0, 0.0, + 1.0, -1.0, 0.1, 1.0, 0.0, + 0.0, 1.0, 0.1, 0.0, 1.0, + 1.0, 1.0, 0.1, 1.0, 1.0, + }; + + memset(&caps, 0, sizeof(caps)); + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); + ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed, hr=%s\n", DXGetErrorString9(hr)); + if(caps.NumSimultaneousRTs < 2) { + skip("Only 1 simultaneous render target supported, skipping MRT test\n"); + return; + } + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps); + ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf); + ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1); + ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2); + ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); + ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_BeginScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%s\n", DXGetErrorString9(hr)); + if(SUCCEEDED(hr)) { + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); + ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetPixelShader(device, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); + ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float)); + ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float)); + ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetTexture(device, 0, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_EndScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%s\n", DXGetErrorString9(hr)); + } + + IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + color = getPixelColor(device, 160, 240); + ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color); + color = getPixelColor(device, 480, 240); + ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color); + + IDirect3DPixelShader9_Release(ps); + IDirect3DTexture9_Release(tex1); + IDirect3DTexture9_Release(tex2); + IDirect3DSurface9_Release(surf1); + IDirect3DSurface9_Release(surf2); + IDirect3DSurface9_Release(backbuf); +} + START_TEST(visual) { IDirect3DDevice9 *device_ptr; @@ -7719,6 +7833,7 @@ START_TEST(visual) fixed_function_varying_test(device_ptr); vFace_register_test(device_ptr); vpos_register_test(device_ptr); + multiple_rendertargets_test(device_ptr); if(caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) { vshader_version_varying_test(device_ptr); pshader_version_varying_test(device_ptr);