diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index ccbbbeb18f9..f3863800e60 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -208,6 +208,23 @@ static IDirect3DDevice9 *init_d3d9(void) return device_ptr; } +static void cleanup_device(IDirect3DDevice9 *device) +{ + if (device) + { + D3DPRESENT_PARAMETERS present_parameters; + IDirect3DSwapChain9 *swapchain; + ULONG ref; + + IDirect3DDevice9_GetSwapChain(device, 0, &swapchain); + IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters); + IDirect3DSwapChain9_Release(swapchain); + ref = IDirect3DDevice9_Release(device); + ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + DestroyWindow(present_parameters.hDeviceWindow); + } +} + struct vertex { float x, y, z; @@ -12958,8 +12975,223 @@ static void multisample_get_rtdata_test(IDirect3DDevice9 *device) IDirect3DSurface9_Release(rt); } +static void multisampled_depth_buffer_test(IDirect3D9 *d3d9) +{ + IDirect3DDevice9 *device = 0; + IDirect3DSurface9 *original_rt, *rt, *readback, *ds; + D3DCAPS9 caps; + HRESULT hr; + D3DPRESENT_PARAMETERS present_parameters; + unsigned int i; + static const struct + { + float x, y, z; + D3DCOLOR color; + } + quad_1[] = + { + { -1.0f, 1.0f, 0.0f, 0xffff0000}, + { 1.0f, 1.0f, 1.0f, 0xffff0000}, + { -1.0f, -1.0f, 0.0f, 0xffff0000}, + { 1.0f, -1.0f, 1.0f, 0xffff0000}, + }, + quad_2[] = + { + { -1.0f, 1.0f, 1.0f, 0xff0000ff}, + { 1.0f, 1.0f, 0.0f, 0xff0000ff}, + { -1.0f, -1.0f, 1.0f, 0xff0000ff}, + { 1.0f, -1.0f, 0.0f, 0xff0000ff}, + }; + static const struct + { + UINT x, y; + D3DCOLOR color; + } + expected_colors[] = + { + { 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, + {240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, + {400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, + {560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, + { 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, + {240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, + {400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, + {560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, + }; + + hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); + if (FAILED(hr)) + { + skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n"); + return; + } + hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); + if (FAILED(hr)) + { + skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n"); + return; + } + + ZeroMemory(&present_parameters, sizeof(present_parameters)); + present_parameters.Windowed = TRUE; + present_parameters.hDeviceWindow = create_window(); + present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + present_parameters.BackBufferWidth = 640; + present_parameters.BackBufferHeight = 480; + present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; + present_parameters.EnableAutoDepthStencil = TRUE; + present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; + present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; + + hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, + &present_parameters, &device); + ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); + + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) + { + skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n"); + goto cleanup; + } + + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); + ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); + + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); + ok(SUCCEEDED(hr), "Failed to get depth/stencil, 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_ZWRITEENABLE, 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_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + + /* Render onscreen and then offscreen */ + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + + for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + { + D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); + ok(color_match(color, expected_colors[i].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); + } + + hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + + /* Render offscreen and then onscreen */ + hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + IDirect3DSurface9_Release(ds); + hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, + D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); + + for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + { + D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); + ok(color_match(color, expected_colors[i].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + + hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); + + IDirect3DSurface9_Release(original_rt); + IDirect3DSurface9_Release(ds); + IDirect3DSurface9_Release(readback); + IDirect3DSurface9_Release(rt); +cleanup: + cleanup_device(device); +} + START_TEST(visual) { + IDirect3D9 *d3d9; IDirect3DDevice9 *device_ptr; D3DCAPS9 caps; HRESULT hr; @@ -13134,17 +13366,14 @@ START_TEST(visual) update_surface_test(device_ptr); multisample_get_rtdata_test(device_ptr); -cleanup: - if(device_ptr) { - D3DPRESENT_PARAMETERS present_parameters; - IDirect3DSwapChain9 *swapchain; - ULONG ref; + hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9); + ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr); + cleanup_device(device_ptr); + device_ptr = NULL; - IDirect3DDevice9_GetSwapChain(device_ptr, 0, &swapchain); - IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters); - IDirect3DSwapChain9_Release(swapchain); - ref = IDirect3DDevice9_Release(device_ptr); - ok(ref == 0, "The device was not properly freed: refcount %u\n", ref); - DestroyWindow(present_parameters.hDeviceWindow); - } + multisampled_depth_buffer_test(d3d9); + IDirect3D9_Release(d3d9); + +cleanup: + cleanup_device(device_ptr); }