d3d9/tests: Use a separate device for lighting_test().
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@ -266,50 +266,71 @@ struct nvertex
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DWORD diffuse;
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};
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static void lighting_test(IDirect3DDevice9 *device)
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static void lighting_test(void)
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{
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HRESULT hr;
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DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
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DWORD color;
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D3DMATERIAL9 material, old_material;
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DWORD cop, carg;
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DWORD old_colorwrite;
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DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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IDirect3DDevice9 *device;
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D3DMATERIAL9 material;
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IDirect3D9 *d3d;
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D3DCOLOR color;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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static const float mat[16] =
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{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const struct vertex unlitquad[] =
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{
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{-1.0f, -1.0f, 0.1f, 0xffff0000},
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{-1.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, -1.0f, 0.1f, 0xffff0000},
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};
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static const struct vertex litquad[] =
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{
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{-1.0f, 0.0f, 0.1f, 0xff00ff00},
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{-1.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
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};
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static const struct vertex lighting_test[] =
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{
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{-1.0f, -1.0f, 0.1f, 0x8000ff00},
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{ 1.0f, -1.0f, 0.1f, 0x80000000},
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{-1.0f, 1.0f, 0.1f, 0x8000ff00},
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{ 1.0f, 1.0f, 0.1f, 0x80000000},
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};
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static const struct nvertex unlitnquad[] =
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{
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{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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};
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static const struct nvertex litnquad[] =
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{
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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};
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static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
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struct vertex unlitquad[] =
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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{-1.0f, -1.0f, 0.1f, 0xffff0000},
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{-1.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, -1.0f, 0.1f, 0xffff0000},
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};
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struct vertex litquad[] =
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{
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{-1.0f, 0.0f, 0.1f, 0xff00ff00},
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{-1.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
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};
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struct nvertex unlitnquad[] =
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{
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{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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};
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struct nvertex litnquad[] =
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{
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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};
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WORD Indices[] = {0, 1, 2, 2, 3, 0};
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
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@ -337,8 +358,6 @@ static void lighting_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
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hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &old_colorwrite);
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ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
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@ -395,8 +414,6 @@ static void lighting_test(IDirect3DDevice9 *device)
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice9_GetMaterial(device, &old_material);
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ok(hr == D3D_OK, "IDirect3DDevice9_GetMaterial returned %08x\n", hr);
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memset(&material, 0, sizeof(material));
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material.Diffuse.r = 0.0;
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material.Diffuse.g = 0.0;
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@ -423,10 +440,6 @@ static void lighting_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLOROP, &cop);
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ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr);
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hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLORARG1, &carg);
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ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE);
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@ -434,13 +447,8 @@ static void lighting_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
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if(SUCCEEDED(hr)) {
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struct vertex lighting_test[] = {
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{-1.0, -1.0, 0.1, 0x8000ff00},
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{ 1.0, -1.0, 0.1, 0x80000000},
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{-1.0, 1.0, 0.1, 0x8000ff00},
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{ 1.0, 1.0, 0.1, 0x80000000}
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};
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if (SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0]));
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@ -454,20 +462,11 @@ static void lighting_test(IDirect3DDevice9 *device)
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ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, cop);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, old_colorwrite);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, carg);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetMaterial(device, &old_material);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void clear_test(void)
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@ -16766,11 +16765,11 @@ START_TEST(visual)
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/* Now execute the real tests */
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depth_clamp_test(device_ptr);
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stretchrect_test(device_ptr);
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lighting_test(device_ptr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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lighting_test();
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clear_test();
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color_fill_test();
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fog_test();
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