d3d8/tests: Port z_range_test to d3d8.

This commit is contained in:
Stefan Dösinger 2013-10-25 00:48:01 +02:00 committed by Alexandre Julliard
parent e3592d041a
commit 9db01c16ac
1 changed files with 201 additions and 35 deletions

View File

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