d3d8/tests: Port z_range_test to d3d8.
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parent
e3592d041a
commit
9db01c16ac
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@ -1459,59 +1459,225 @@ static void cnd_test(IDirect3DDevice8 *device)
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IDirect3DDevice8_DeletePixelShader(device, shader_11);
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}
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static void present_test(IDirect3DDevice8 *device)
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static void z_range_test(IDirect3DDevice8 *device)
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{
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struct vertex quad[] =
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static const struct vertex quad[] =
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{
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{-1.0f, -1.0f, 0.9f, 0xffff0000},
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{-1.0f, 1.0f, 0.9f, 0xffff0000},
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{ 1.0f, -1.0f, 0.1f, 0xffff0000},
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{ 1.0f, 1.0f, 0.1f, 0xffff0000},
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{-1.0f, 0.0f, 1.1f, 0xffff0000},
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{-1.0f, 1.0f, 1.1f, 0xffff0000},
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{ 1.0f, 0.0f, -1.1f, 0xffff0000},
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{ 1.0f, 1.0f, -1.1f, 0xffff0000},
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};
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static const struct vertex quad2[] =
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{
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{-1.0f, 0.0f, 1.1f, 0xff0000ff},
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{-1.0f, 1.0f, 1.1f, 0xff0000ff},
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{ 1.0f, 0.0f, -1.1f, 0xff0000ff},
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{ 1.0f, 1.0f, -1.1f, 0xff0000ff},
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};
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static const struct tvertex quad3[] =
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{
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{ 0.0f, 240.0f, 1.1f, 1.0f, 0xffffff00},
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{ 0.0f, 480.0f, 1.1f, 1.0f, 0xffffff00},
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{640.0f, 240.0f, -1.1f, 1.0f, 0xffffff00},
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{640.0f, 480.0f, -1.1f, 1.0f, 0xffffff00},
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};
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static const struct tvertex quad4[] =
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{
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{ 0.0f, 240.0f, 1.1f, 1.0f, 0xff00ff00},
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{ 0.0f, 480.0f, 1.1f, 1.0f, 0xff00ff00},
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{640.0f, 240.0f, -1.1f, 1.0f, 0xff00ff00},
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{640.0f, 480.0f, -1.1f, 1.0f, 0xff00ff00},
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};
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HRESULT hr;
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DWORD color;
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DWORD shader;
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D3DCAPS8 caps;
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static const DWORD shader_code[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */
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0x0000ffff /* end */
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};
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static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f};
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static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f};
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static const DWORD vertex_declaration[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
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D3DVSD_END()
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};
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
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* then call Present. Then clear the color buffer to make sure it has some defined content
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* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
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* by the depth value.
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*/
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
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* then call Present. Then clear the color buffer to make sure it has some defined content
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* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
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* by the depth value. */
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
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ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
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ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
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ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
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if(hr == D3D_OK)
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{
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/* No lights are defined... That means, lit vertices should be entirely black */
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
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}
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/* Test the untransformed vertex path */
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
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ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
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/* Test the transformed vertex path */
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
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color = getPixelColor(device, 512, 240);
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ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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color = getPixelColor(device, 64, 240);
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ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
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ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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/* Do not test the exact corner pixels, but go pretty close to them */
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/* Clipped because z > 1.0 */
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color = getPixelColor(device, 28, 238);
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ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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color = getPixelColor(device, 28, 241);
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if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
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ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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else
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ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
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/* Not clipped, > z buffer clear value(0.75).
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*
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* On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth
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* values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is
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* equal to a stored depth buffer value of 0.5. */
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color = getPixelColor(device, 31, 238);
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ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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color = getPixelColor(device, 31, 241);
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ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
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color = getPixelColor(device, 100, 238);
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ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
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"Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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color = getPixelColor(device, 100, 241);
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ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)),
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"Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
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/* Not clipped, < z buffer clear value */
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color = getPixelColor(device, 104, 238);
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ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
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color = getPixelColor(device, 104, 241);
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ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
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color = getPixelColor(device, 318, 238);
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ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
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color = getPixelColor(device, 318, 241);
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ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
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/* Clipped because z < 0.0 */
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color = getPixelColor(device, 321, 238);
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ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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color = getPixelColor(device, 321, 241);
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if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
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ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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else
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ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* Test the shader path */
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if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
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{
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skip("Vertex shaders not supported\n");
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goto out;
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}
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hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1);
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ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
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ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1);
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ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeleteVertexShader(device, shader);
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ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr);
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/* Z < 1.0 */
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color = getPixelColor(device, 28, 238);
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ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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/* 1.0 < z < 0.75 */
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color = getPixelColor(device, 31, 238);
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ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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color = getPixelColor(device, 100, 238);
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ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
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"Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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/* 0.75 < z < 0.0 */
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color = getPixelColor(device, 104, 238);
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ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
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color = getPixelColor(device, 318, 238);
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ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
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/* 0.0 < z */
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color = getPixelColor(device, 321, 238);
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ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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out:
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable z writes, hr %#x.\n", hr);
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}
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static void test_rcp_rsq(IDirect3DDevice8 *device)
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@ -4220,7 +4386,7 @@ START_TEST(visual)
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lighting_test(device_ptr);
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clear_test(device_ptr);
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fog_test(device_ptr);
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present_test(device_ptr);
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z_range_test(device_ptr);
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offscreen_test(device_ptr);
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alpha_test(device_ptr);
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