diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c index 3471779f949..34cab7f49ab 100644 --- a/dlls/ddraw/tests/ddraw4.c +++ b/dlls/ddraw/tests/ddraw4.c @@ -1004,6 +1004,214 @@ static void test_coop_level_threaded(void) destroy_window_thread(&p); } +static IDirectDrawSurface4 *get_depth_stencil(IDirect3DDevice3 *device) +{ + IDirectDrawSurface4 *rt, *ret; + DDSCAPS2 caps = {DDSCAPS_ZBUFFER, 0, 0, 0}; + HRESULT hr; + + hr = IDirect3DDevice3_GetRenderTarget(device, &rt); + ok(SUCCEEDED(hr), "Failed to get the render target, hr %#x.\n", hr); + hr = IDirectDrawSurface4_GetAttachedSurface(rt, &caps, &ret); + ok(SUCCEEDED(hr) || hr == DDERR_NOTFOUND, "Failed to get the z buffer, hr %#x.\n", hr); + IDirectDrawSurface4_Release(rt); + return ret; +} + +static void test_depth_blit(void) +{ + static struct + { + float x, y, z; + DWORD color; + } + quad1[] = + { + { -1.0, 1.0, 0.50f, 0xff00ff00}, + { 1.0, 1.0, 0.50f, 0xff00ff00}, + { -1.0, -1.0, 0.50f, 0xff00ff00}, + { 1.0, -1.0, 0.50f, 0xff00ff00}, + }; + static const D3DCOLOR expected_colors[4][4] = + { + {0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00}, + {0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00}, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}, + }; + DDSURFACEDESC2 ddsd_new, ddsd_existing; + + IDirect3DDevice3 *device; + IDirectDrawSurface4 *ds1, *ds2, *ds3, *rt; + IDirect3DViewport3 *viewport; + D3DVIEWPORT2 vp_data; + RECT src_rect, dst_rect; + unsigned int i, j; + D3DCOLOR color; + HRESULT hr; + IDirect3D3 *d3d; + IDirectDraw4 *ddraw; + DDBLTFX fx; + HWND window; + D3DRECT d3drect; + + window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW, + 0, 0, 640, 480, 0, 0, 0, 0); + if (!(device = create_device(window, DDSCL_NORMAL))) + { + skip("Failed to create D3D device, skipping test.\n"); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice3_GetDirect3D(device, &d3d); + ok(SUCCEEDED(hr), "Failed to get Direct3D3 interface, hr %#x.\n", hr); + hr = IDirect3D3_QueryInterface(d3d, &IID_IDirectDraw4, (void **)&ddraw); + ok(SUCCEEDED(hr), "Failed to get DirectDraw4 interface, hr %#x.\n", hr); + hr = IDirect3D3_CreateViewport(d3d, &viewport, NULL); + ok(SUCCEEDED(hr), "Failed to create a viewport, hr %#x.\n", hr); + IDirect3D3_Release(d3d); + + ds1 = get_depth_stencil(device); + + memset(&ddsd_new, 0, sizeof(ddsd_new)); + ddsd_new.dwSize = sizeof(ddsd_new); + memset(&ddsd_existing, 0, sizeof(ddsd_existing)); + ddsd_existing.dwSize = sizeof(ddsd_existing); + hr = IDirectDrawSurface4_GetSurfaceDesc(ds1, &ddsd_existing); + ddsd_new.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; + ddsd_new.ddsCaps.dwCaps = DDSCAPS_ZBUFFER; + ddsd_new.dwWidth = ddsd_existing.dwWidth; + ddsd_new.dwHeight = ddsd_existing.dwHeight; + U4(ddsd_new).ddpfPixelFormat = U4(ddsd_existing).ddpfPixelFormat; + hr = IDirectDraw4_CreateSurface(ddraw, &ddsd_new, &ds2, NULL); + ok(SUCCEEDED(hr), "Failed to create a surface, hr %#x.\n", hr); + hr = IDirectDraw4_CreateSurface(ddraw, &ddsd_new, &ds3, NULL); + ok(SUCCEEDED(hr), "Failed to create a surface, hr %#x.\n", hr); + IDirectDraw4_Release(ddraw); + + hr = IDirect3DDevice3_AddViewport(device, viewport); + ok(SUCCEEDED(hr), "Failed to add viewport to device, hr %#x.\n", hr); + memset(&vp_data, 0, sizeof(vp_data)); + vp_data.dwSize = sizeof(vp_data); + vp_data.dwWidth = ddsd_existing.dwWidth; + vp_data.dwHeight = ddsd_existing.dwHeight; + vp_data.dvMaxZ = 1.0; + vp_data.dvClipX = -1.0f; + vp_data.dvClipWidth = 2.0f; + vp_data.dvClipY = 1.0f; + vp_data.dvClipHeight = 2.0f; + hr = IDirect3DViewport3_SetViewport2(viewport, &vp_data); + ok(SUCCEEDED(hr), "Failed to set viewport data, hr %#x.\n", hr); + hr = IDirect3DDevice3_SetCurrentViewport(device, viewport); + ok(SUCCEEDED(hr), "Failed to activate the viewport, hr %#x.\n", hr); + + hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "Failed to enable z testing, hr %#x.\n", hr); + hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL); + ok(SUCCEEDED(hr), "Failed to set the z function, hr %#x.\n", hr); + hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + + U1(d3drect).x1 = U2(d3drect).y1 = 0; + U3(d3drect).x2 = vp_data.dwWidth; U4(d3drect).y2 = vp_data.dwHeight; + hr = IDirect3DViewport3_Clear2(viewport, 1, &d3drect, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear the z buffer, hr %#x.\n", hr); + + /* Partial blit. */ + SetRect(&src_rect, 0, 0, 320, 240); + SetRect(&dst_rect, 0, 0, 320, 240); + hr = IDirectDrawSurface4_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + /* Different locations. */ + SetRect(&src_rect, 0, 0, 320, 240); + SetRect(&dst_rect, 320, 240, 640, 480); + hr = IDirectDrawSurface4_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + /* Streched. */ + SetRect(&src_rect, 0, 0, 320, 240); + SetRect(&dst_rect, 0, 0, 640, 480); + hr = IDirectDrawSurface4_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + /* Flipped. */ + SetRect(&src_rect, 0, 480, 640, 0); + SetRect(&dst_rect, 0, 0, 640, 480); + hr = IDirectDrawSurface4_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL); + ok(hr == DDERR_INVALIDRECT, "Got unexpected hr %#x.\n", hr); + SetRect(&src_rect, 0, 0, 640, 480); + SetRect(&dst_rect, 0, 480, 640, 0); + hr = IDirectDrawSurface4_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL); + ok(hr == DDERR_INVALIDRECT, "Got unexpected hr %#x.\n", hr); + /* Full, explicit. */ + SetRect(&src_rect, 0, 0, 640, 480); + SetRect(&dst_rect, 0, 0, 640, 480); + hr = IDirectDrawSurface4_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + /* Depth -> color blit: Succeeds on Win7 + Radeon HD 5700, fails on WinXP + Radeon X1600 */ + + /* Depth blit inside a BeginScene / EndScene pair */ + hr = IDirect3DDevice3_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to start a scene, hr %#x.\n", hr); + /* From the current depth stencil */ + hr = IDirectDrawSurface4_Blt(ds2, NULL, ds1, NULL, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + /* To the current depth stencil */ + hr = IDirectDrawSurface4_Blt(ds1, NULL, ds2, NULL, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + /* Between unbound surfaces */ + hr = IDirectDrawSurface4_Blt(ds3, NULL, ds2, NULL, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice3_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end a scene, hr %#x.\n", hr); + + /* Avoid changing the depth stencil, it doesn't work properly on Windows. + * Instead use DDBLT_DEPTHFILL to clear the depth stencil. Unfortunately + * drivers disagree on the meaning of dwFillDepth. Only 0 seems to produce + * a reliable result(z = 0.0) */ + memset(&fx, 0, sizeof(fx)); + fx.dwSize = sizeof(fx); + hr = IDirectDrawSurface4_Blt(ds2, NULL, NULL, NULL, DDBLT_DEPTHFILL | DDBLT_WAIT, &fx); + ok(SUCCEEDED(hr), "Failed to clear the source z buffer, hr %#x.\n", hr); + + hr = IDirect3DViewport3_Clear2(viewport, 1, &d3drect, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear the color and z buffers, hr %#x.\n", hr); + SetRect(&dst_rect, 0, 0, 320, 240); + hr = IDirectDrawSurface4_Blt(ds1, &dst_rect, ds2, NULL, DDBLT_WAIT, NULL); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + IDirectDrawSurface4_Release(ds3); + IDirectDrawSurface4_Release(ds2); + IDirectDrawSurface4_Release(ds1); + + hr = IDirect3DDevice3_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to start a scene, hr %#x.\n", hr); + hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, + quad1, 4, 0); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice3_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end a scene, hr %#x.\n", hr); + + hr = IDirect3DDevice3_GetRenderTarget(device, &rt); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + unsigned int x = 80 * ((2 * j) + 1); + unsigned int y = 60 * ((2 * i) + 1); + color = get_surface_color(rt, x, y); + ok(compare_color(color, expected_colors[i][j], 1), + "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); + } + } + IDirectDrawSurface4_Release(rt); + + hr = IDirect3DDevice3_DeleteViewport(device, viewport); + ok(SUCCEEDED(hr), "Failed to delete viewport from device, hr %#x.\n", hr); + IDirect3DViewport3_Release(viewport); + IDirect3DDevice3_Release(device); + DestroyWindow(window); +} + START_TEST(ddraw4) { test_process_vertices(); @@ -1012,4 +1220,5 @@ START_TEST(ddraw4) test_coop_level_d3d_state(); test_surface_interface_mismatch(); test_coop_level_threaded(); + test_depth_blit(); }