ddraw/tests: Port the depth blit test to ddraw7.

This commit is contained in:
Stefan Dösinger 2012-01-30 08:41:57 +01:00 committed by Alexandre Julliard
parent f50f05da23
commit 8a82f0083a
1 changed files with 183 additions and 0 deletions

View File

@ -944,6 +944,188 @@ static void test_coop_level_threaded(void)
destroy_window_thread(&p);
}
static IDirectDrawSurface7 *get_depth_stencil(IDirect3DDevice7 *device)
{
IDirectDrawSurface7 *rt, *ret;
DDSCAPS2 caps = {DDSCAPS_ZBUFFER, 0, 0, 0};
HRESULT hr;
hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get the render target, hr %#x.\n", hr);
hr = IDirectDrawSurface7_GetAttachedSurface(rt, &caps, &ret);
ok(SUCCEEDED(hr) || hr == DDERR_NOTFOUND, "Failed to get the z buffer, hr %#x.\n", hr);
IDirectDrawSurface7_Release(rt);
return ret;
}
static void test_depth_blit(void)
{
IDirect3DDevice7 *device;
static struct
{
float x, y, z;
DWORD color;
}
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 D3DCOLOR expected_colors[4][4] =
{
{0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00},
{0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00},
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00},
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00},
};
DDSURFACEDESC2 ddsd_new, ddsd_existing;
IDirectDrawSurface7 *ds1, *ds2, *ds3, *rt;
RECT src_rect, dst_rect;
unsigned int i, j;
D3DCOLOR color;
HRESULT hr;
IDirect3D7 *d3d;
IDirectDraw7 *ddraw;
DDBLTFX fx;
HWND window;
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create D3D device, skipping test.\n");
DestroyWindow(window);
return;
}
hr = IDirect3DDevice7_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "Failed to get Direct3D7 interface, hr %#x.\n", hr);
hr = IDirect3D7_QueryInterface(d3d, &IID_IDirectDraw7, (void **)&ddraw);
ok(SUCCEEDED(hr), "Failed to get DirectDraw7 interface, hr %#x.\n", hr);
IDirect3D7_Release(d3d);
ds1 = get_depth_stencil(device);
memset(&ddsd_new, 0, sizeof(ddsd_new));
ddsd_new.dwSize = sizeof(ddsd_new);
memset(&ddsd_existing, 0, sizeof(ddsd_existing));
ddsd_existing.dwSize = sizeof(ddsd_existing);
hr = IDirectDrawSurface7_GetSurfaceDesc(ds1, &ddsd_existing);
ddsd_new.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
ddsd_new.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
ddsd_new.dwWidth = ddsd_existing.dwWidth;
ddsd_new.dwHeight = ddsd_existing.dwHeight;
U4(ddsd_new).ddpfPixelFormat = U4(ddsd_existing).ddpfPixelFormat;
hr = IDirectDraw7_CreateSurface(ddraw, &ddsd_new, &ds2, NULL);
ok(SUCCEEDED(hr), "Failed to create a z buffer, hr %#x.\n", hr);
hr = IDirectDraw7_CreateSurface(ddraw, &ddsd_new, &ds3, NULL);
ok(SUCCEEDED(hr), "Failed to create a z buffer, hr %#x.\n", hr);
IDirectDraw7_Release(ddraw);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "Failed to enable z testing, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "Failed to set the z function, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear the z buffer, hr %#x.\n", hr);
/* Partial blit. */
SetRect(&src_rect, 0, 0, 320, 240);
SetRect(&dst_rect, 0, 0, 320, 240);
hr = IDirectDrawSurface7_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
/* Different locations. */
SetRect(&src_rect, 0, 0, 320, 240);
SetRect(&dst_rect, 320, 240, 640, 480);
hr = IDirectDrawSurface7_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
/* Streched. */
SetRect(&src_rect, 0, 0, 320, 240);
SetRect(&dst_rect, 0, 0, 640, 480);
hr = IDirectDrawSurface7_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
/* Flipped. */
SetRect(&src_rect, 0, 480, 640, 0);
SetRect(&dst_rect, 0, 0, 640, 480);
hr = IDirectDrawSurface7_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
ok(hr == DDERR_INVALIDRECT, "Got unexpected hr %#x.\n", hr);
SetRect(&src_rect, 0, 0, 640, 480);
SetRect(&dst_rect, 0, 480, 640, 0);
hr = IDirectDrawSurface7_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
ok(hr == DDERR_INVALIDRECT, "Got unexpected hr %#x.\n", hr);
/* Full, explicit. */
SetRect(&src_rect, 0, 0, 640, 480);
SetRect(&dst_rect, 0, 0, 640, 480);
hr = IDirectDrawSurface7_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
/* Depth -> color blit: Succeeds on Win7 + Radeon HD 5700, fails on WinXP + Radeon X1600 */
/* Depth blit inside a BeginScene / EndScene pair */
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to start scene, hr %#x.\n", hr);
/* From the current depth stencil */
hr = IDirectDrawSurface7_Blt(ds2, NULL, ds1, NULL, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
/* To the current depth stencil */
hr = IDirectDrawSurface7_Blt(ds1, NULL, ds2, NULL, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
/* Between unbound surfaces */
hr = IDirectDrawSurface7_Blt(ds3, NULL, ds2, NULL, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Avoid changing the depth stencil, it doesn't work properly on Windows.
* Instead use DDBLT_DEPTHFILL to clear the depth stencil. Unfortunately
* drivers disagree on the meaning of dwFillDepth. Only 0 seems to produce
* a reliable result(z = 0.0) */
memset(&fx, 0, sizeof(fx));
fx.dwSize = sizeof(fx);
hr = IDirectDrawSurface7_Blt(ds2, NULL, NULL, NULL, DDBLT_DEPTHFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear the source z buffer, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear the color and z buffers, hr %#x.\n", hr);
SetRect(&dst_rect, 0, 0, 320, 240);
hr = IDirectDrawSurface7_Blt(ds1, &dst_rect, ds2, NULL, DDBLT_WAIT, NULL);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
IDirectDrawSurface7_Release(ds3);
IDirectDrawSurface7_Release(ds2);
IDirectDrawSurface7_Release(ds1);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to start scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
quad1, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, 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 = get_surface_color(rt, x, y);
ok(compare_color(color, expected_colors[i][j], 1),
"Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
}
}
IDirectDrawSurface7_Release(rt);
IDirect3DDevice7_Release(device);
DestroyWindow(window);
}
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@ -960,4 +1142,5 @@ START_TEST(ddraw7)
test_coop_level_d3d_state();
test_surface_interface_mismatch();
test_coop_level_threaded();
test_depth_blit();
}