d3d9/tests: Multisampled depth buffer tests.
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@ -208,6 +208,23 @@ static IDirect3DDevice9 *init_d3d9(void)
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return device_ptr;
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}
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static void cleanup_device(IDirect3DDevice9 *device)
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{
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if (device)
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{
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D3DPRESENT_PARAMETERS present_parameters;
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IDirect3DSwapChain9 *swapchain;
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ULONG ref;
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IDirect3DDevice9_GetSwapChain(device, 0, &swapchain);
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IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters);
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IDirect3DSwapChain9_Release(swapchain);
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ref = IDirect3DDevice9_Release(device);
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ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
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DestroyWindow(present_parameters.hDeviceWindow);
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}
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}
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struct vertex
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{
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float x, y, z;
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@ -12958,8 +12975,223 @@ static void multisample_get_rtdata_test(IDirect3DDevice9 *device)
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IDirect3DSurface9_Release(rt);
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}
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static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
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{
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IDirect3DDevice9 *device = 0;
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IDirect3DSurface9 *original_rt, *rt, *readback, *ds;
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D3DCAPS9 caps;
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HRESULT hr;
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D3DPRESENT_PARAMETERS present_parameters;
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unsigned int i;
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static const struct
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{
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float x, y, z;
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D3DCOLOR color;
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}
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quad_1[] =
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{
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{ -1.0f, 1.0f, 0.0f, 0xffff0000},
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{ 1.0f, 1.0f, 1.0f, 0xffff0000},
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{ -1.0f, -1.0f, 0.0f, 0xffff0000},
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{ 1.0f, -1.0f, 1.0f, 0xffff0000},
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},
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quad_2[] =
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{
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{ -1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, 1.0f, 0.0f, 0xff0000ff},
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{ -1.0f, -1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, -1.0f, 0.0f, 0xff0000ff},
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};
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static const struct
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{
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UINT x, y;
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D3DCOLOR color;
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}
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expected_colors[] =
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{
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{ 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
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{240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
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{400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
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{560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
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{ 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
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{240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
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{400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
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{560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
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};
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hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL);
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if (FAILED(hr))
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{
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skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n");
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return;
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}
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hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL);
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if (FAILED(hr))
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{
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skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n");
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return;
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}
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ZeroMemory(&present_parameters, sizeof(present_parameters));
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present_parameters.Windowed = TRUE;
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present_parameters.hDeviceWindow = create_window();
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present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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present_parameters.BackBufferWidth = 640;
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present_parameters.BackBufferHeight = 480;
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present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
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present_parameters.EnableAutoDepthStencil = TRUE;
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present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
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present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
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hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
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present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING,
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&present_parameters, &device);
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ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
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if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
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{
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skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n");
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goto cleanup;
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}
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hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
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ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
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ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
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ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
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ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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/* Render onscreen and then offscreen */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
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{
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D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
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ok(color_match(color, expected_colors[i].color, 1),
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"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
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expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
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}
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hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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/* Render offscreen and then onscreen */
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds);
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hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
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D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
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{
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D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
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ok(color_match(color, expected_colors[i].color, 1),
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"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
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expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr);
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IDirect3DSurface9_Release(original_rt);
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IDirect3DSurface9_Release(ds);
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IDirect3DSurface9_Release(readback);
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IDirect3DSurface9_Release(rt);
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cleanup:
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cleanup_device(device);
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}
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START_TEST(visual)
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{
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IDirect3D9 *d3d9;
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IDirect3DDevice9 *device_ptr;
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D3DCAPS9 caps;
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HRESULT hr;
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@ -13134,17 +13366,14 @@ START_TEST(visual)
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update_surface_test(device_ptr);
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multisample_get_rtdata_test(device_ptr);
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cleanup:
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if(device_ptr) {
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D3DPRESENT_PARAMETERS present_parameters;
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IDirect3DSwapChain9 *swapchain;
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ULONG ref;
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hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9);
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ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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IDirect3DDevice9_GetSwapChain(device_ptr, 0, &swapchain);
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IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters);
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IDirect3DSwapChain9_Release(swapchain);
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ref = IDirect3DDevice9_Release(device_ptr);
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ok(ref == 0, "The device was not properly freed: refcount %u\n", ref);
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DestroyWindow(present_parameters.hDeviceWindow);
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}
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multisampled_depth_buffer_test(d3d9);
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IDirect3D9_Release(d3d9);
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cleanup:
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cleanup_device(device_ptr);
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}
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