diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 2a31c5cc14d..baf8243ceaa 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -10927,6 +10927,133 @@ static void depth_buffer2_test(IDirect3DDevice9 *device) ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); } +static void depth_blit_test(IDirect3DDevice9 *device) +{ + static const struct vertex quad1[] = + { + { -1.0, 1.0, 0.50f, 0xff00ff00}, + { 1.0, 1.0, 0.50f, 0xff00ff00}, + { -1.0, -1.0, 0.50f, 0xff00ff00}, + { 1.0, -1.0, 0.50f, 0xff00ff00}, + }; + static const struct vertex quad2[] = + { + { -1.0, 1.0, 0.66f, 0xff0000ff}, + { 1.0, 1.0, 0.66f, 0xff0000ff}, + { -1.0, -1.0, 0.66f, 0xff0000ff}, + { 1.0, -1.0, 0.66f, 0xff0000ff}, + }; + static const DWORD expected_colors[4][4] = + { + {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, + {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, + {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, + }; + + IDirect3DSurface9 *backbuffer, *ds1, *ds2; + RECT src_rect, dst_rect; + unsigned int i, j; + D3DVIEWPORT9 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 = IDirect3DDevice9_SetViewport(device, &vp); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL); + ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2); + ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + SetRect(&dst_rect, 0, 0, 480, 360); + hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + SetRect(&dst_rect, 0, 0, 320, 240); + hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + /* Partial blit. */ + SetRect(&src_rect, 0, 0, 320, 240); + SetRect(&dst_rect, 0, 0, 320, 240); + hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); + ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + /* Flipped. */ + SetRect(&src_rect, 0, 0, 640, 480); + SetRect(&dst_rect, 0, 480, 640, 0); + hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); + ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + /* Full, explicit. */ + SetRect(&src_rect, 0, 0, 640, 480); + SetRect(&dst_rect, 0, 0, 640, 480); + hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + /* Filtered blit. */ + hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + /* Depth -> color blit.*/ + hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT); + ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + IDirect3DSurface9_Release(backbuffer); + + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1); + ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + IDirect3DSurface9_Release(ds2); + IDirect3DSurface9_Release(ds1); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_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, expected_colors[i][j], 0), + "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); + } + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); +} + static void intz_test(IDirect3DDevice9 *device) { static const DWORD ps_code[] = @@ -12027,6 +12154,7 @@ START_TEST(visual) dp3_alpha_test(device_ptr); depth_buffer_test(device_ptr); depth_buffer2_test(device_ptr); + depth_blit_test(device_ptr); intz_test(device_ptr); shadow_test(device_ptr); fp_special_test(device_ptr);