ddraw/tests: Add tests for edge antialiasing blending.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-08-10 11:38:41 +02:00 committed by Alexandre Julliard
parent 2bee102353
commit b808b0758d
3 changed files with 642 additions and 0 deletions

View File

@ -10244,6 +10244,215 @@ static void test_draw_primitive(void)
DestroyWindow(window);
}
static void test_edge_antialiasing_blending(void)
{
D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
IDirect3DMaterial2 *green_background;
IDirect3DMaterial2 *red_background;
IDirectDrawSurface *offscreen, *ds;
D3DDEVICEDESC hal_desc, hel_desc;
IDirect3DViewport2 *viewport;
DDSURFACEDESC surface_desc;
IDirect3DDevice2 *device;
IDirectDraw2 *ddraw;
ULONG refcount;
D3DCOLOR color;
HWND window;
HRESULT hr;
static D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
static D3DLVERTEX green_quad[] =
{
{{-1.0f}, {-1.0f}, {0.1f}, 0, {0x7f00ff00}},
{{-1.0f}, { 1.0f}, {0.1f}, 0, {0x7f00ff00}},
{{ 1.0f}, {-1.0f}, {0.1f}, 0, {0x7f00ff00}},
{{ 1.0f}, { 1.0f}, {0.1f}, 0, {0x7f00ff00}},
};
static D3DLVERTEX red_quad[] =
{
{{-1.0f}, {-1.0f}, {0.1f}, 0, {0xccff0000}},
{{-1.0f}, { 1.0f}, {0.1f}, 0, {0xccff0000}},
{{ 1.0f}, {-1.0f}, {0.1f}, 0, {0xccff0000}},
{{ 1.0f}, { 1.0f}, {0.1f}, 0, {0xccff0000}},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
ddraw = create_ddraw();
ok(!!ddraw, "Failed to create a ddraw object.\n");
if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device.\n");
DestroyWindow(window);
return;
}
memset(&hal_desc, 0, sizeof(hal_desc));
hal_desc.dwSize = sizeof(hal_desc);
memset(&hel_desc, 0, sizeof(hel_desc));
hel_desc.dwSize = sizeof(hel_desc);
hr = IDirect3DDevice2_GetCaps(device, &hal_desc, &hel_desc);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
trace("HAL line edge antialiasing support: %#x.\n",
hal_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
trace("HAL triangle edge antialiasing support: %#x.\n",
hal_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
trace("HEL line edge antialiasing support: %#x.\n",
hel_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
trace("HEL triangle edge antialiasing support: %#x.\n",
hel_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
memset(&surface_desc, 0, sizeof(surface_desc));
surface_desc.dwSize = sizeof(surface_desc);
surface_desc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
surface_desc.dwWidth = 640;
surface_desc.dwHeight = 480;
surface_desc.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
surface_desc.ddpfPixelFormat.dwSize = sizeof(surface_desc.ddpfPixelFormat);
U4(surface_desc).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
U1(U4(surface_desc).ddpfPixelFormat).dwRGBBitCount = 32;
U2(U4(surface_desc).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(U4(surface_desc).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(U4(surface_desc).ddpfPixelFormat).dwBBitMask = 0x000000ff;
U5(U4(surface_desc).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
hr = IDirectDraw2_CreateSurface(ddraw, &surface_desc, &offscreen, NULL);
ok(hr == D3D_OK, "Creating the offscreen render target failed, hr %#x.\n", hr);
ds = get_depth_stencil(device);
hr = IDirectDrawSurface_AddAttachedSurface(offscreen, ds);
todo_wine ok(SUCCEEDED(hr), "Failed to attach depth buffer, hr %#x.\n", hr);
IDirectDrawSurface_Release(ds);
hr = IDirect3DDevice2_SetRenderTarget(device, offscreen, 0);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
red_background = create_diffuse_material(device, 1.0f, 0.0f, 0.0f, 0.8f);
green_background = create_diffuse_material(device, 0.0f, 1.0f, 0.0f, 0.5f);
viewport = create_viewport(device, 0, 0, 640, 480);
hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
ok(SUCCEEDED(hr), "Failed to activate the viewport, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
viewport_set_background(device, viewport, red_background);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_LVERTEX, green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
viewport_set_background(device, viewport, green_background);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_LVERTEX, red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
viewport_set_background(device, viewport, red_background);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_LVERTEX, green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
viewport_set_background(device, viewport, green_background);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_LVERTEX, red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_EDGEANTIALIAS, TRUE);
ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
viewport_set_background(device, viewport, red_background);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_LVERTEX, green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
todo_wine ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
viewport_set_background(device, viewport, green_background);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_LVERTEX, red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
todo_wine ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
IDirectDrawSurface_Release(offscreen);
destroy_viewport(device, viewport);
destroy_material(red_background);
destroy_material(green_background);
refcount = IDirect3DDevice2_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirectDraw2_Release(ddraw);
DestroyWindow(window);
}
START_TEST(ddraw2)
{
IDirectDraw2 *ddraw;
@ -10334,4 +10543,5 @@ START_TEST(ddraw2)
test_blt();
test_getdc();
test_draw_primitive();
test_edge_antialiasing_blending();
}

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@ -11560,6 +11560,231 @@ static void test_draw_primitive(void)
DestroyWindow(window);
}
static void test_edge_antialiasing_blending(void)
{
D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
IDirectDrawSurface4 *offscreen, *ds;
D3DDEVICEDESC hal_desc, hel_desc;
IDirect3DViewport3 *viewport;
DDSURFACEDESC2 surface_desc;
IDirect3DDevice3 *device;
IDirectDraw4 *ddraw;
IDirect3D3 *d3d;
ULONG refcount;
D3DCOLOR color;
HWND window;
HRESULT hr;
static D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
static struct
{
struct vec3 position;
DWORD diffuse;
}
green_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x7f00ff00},
{{-1.0f, 1.0f, 0.1f}, 0x7f00ff00},
{{ 1.0f, -1.0f, 0.1f}, 0x7f00ff00},
{{ 1.0f, 1.0f, 0.1f}, 0x7f00ff00},
};
static struct
{
struct vec3 position;
DWORD diffuse;
}
red_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xccff0000},
{{-1.0f, 1.0f, 0.1f}, 0xccff0000},
{{ 1.0f, -1.0f, 0.1f}, 0xccff0000},
{{ 1.0f, 1.0f, 0.1f}, 0xccff0000},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device.\n");
DestroyWindow(window);
return;
}
memset(&hal_desc, 0, sizeof(hal_desc));
hal_desc.dwSize = sizeof(hal_desc);
memset(&hel_desc, 0, sizeof(hel_desc));
hel_desc.dwSize = sizeof(hel_desc);
hr = IDirect3DDevice3_GetCaps(device, &hal_desc, &hel_desc);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
trace("HAL line edge antialiasing support: %#x.\n",
hal_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
trace("HAL triangle edge antialiasing support: %#x.\n",
hal_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
trace("HEL line edge antialiasing support: %#x.\n",
hel_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
trace("HEL triangle edge antialiasing support: %#x.\n",
hel_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
hr = IDirect3DDevice3_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "Failed to get D3D 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);
IDirect3D3_Release(d3d);
memset(&surface_desc, 0, sizeof(surface_desc));
surface_desc.dwSize = sizeof(surface_desc);
surface_desc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
surface_desc.dwWidth = 640;
surface_desc.dwHeight = 480;
surface_desc.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
U4(surface_desc).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
U1(U4(surface_desc).ddpfPixelFormat).dwRGBBitCount = 32;
U2(U4(surface_desc).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(U4(surface_desc).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(U4(surface_desc).ddpfPixelFormat).dwBBitMask = 0x000000ff;
U5(U4(surface_desc).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
hr = IDirectDraw4_CreateSurface(ddraw, &surface_desc, &offscreen, NULL);
ok(hr == D3D_OK, "Creating the offscreen render target failed, hr %#x.\n", hr);
ds = get_depth_stencil(device);
hr = IDirectDrawSurface_AddAttachedSurface(offscreen, ds);
todo_wine ok(SUCCEEDED(hr), "Failed to attach depth buffer, hr %#x.\n", hr);
IDirectDrawSurface_Release(ds);
hr = IDirect3DDevice3_SetRenderTarget(device, offscreen, 0);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
viewport = create_viewport(device, 0, 0, 640, 480);
hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_EDGEANTIALIAS, TRUE);
ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
todo_wine ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
todo_wine ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
IDirectDrawSurface4_Release(offscreen);
IDirectDraw3_Release(ddraw);
destroy_viewport(device, viewport);
refcount = IDirect3DDevice3_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(ddraw4)
{
IDirectDraw4 *ddraw;
@ -11658,4 +11883,5 @@ START_TEST(ddraw4)
test_color_clamping();
test_getdc();
test_draw_primitive();
test_edge_antialiasing_blending();
}

View File

@ -11881,6 +11881,211 @@ static void test_draw_primitive(void)
DestroyWindow(window);
}
static void test_edge_antialiasing_blending(void)
{
IDirectDrawSurface7 *offscreen;
DDSURFACEDESC2 surface_desc;
D3DDEVICEDESC7 device_desc;
IDirect3DDevice7 *device;
IDirectDraw7 *ddraw;
IDirect3D7 *d3d;
ULONG refcount;
D3DCOLOR color;
HWND window;
HRESULT hr;
static D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
static struct
{
struct vec3 position;
DWORD diffuse;
}
green_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x7f00ff00},
{{-1.0f, 1.0f, 0.1f}, 0x7f00ff00},
{{ 1.0f, -1.0f, 0.1f}, 0x7f00ff00},
{{ 1.0f, 1.0f, 0.1f}, 0x7f00ff00},
};
static struct
{
struct vec3 position;
DWORD diffuse;
}
red_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xccff0000},
{{-1.0f, 1.0f, 0.1f}, 0xccff0000},
{{ 1.0f, -1.0f, 0.1f}, 0xccff0000},
{{ 1.0f, 1.0f, 0.1f}, 0xccff0000},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device.\n");
DestroyWindow(window);
return;
}
hr = IDirect3DDevice7_GetCaps(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
trace("Line edge antialiasing support: %#x.\n",
device_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
trace("Triangle edge antialiasing support: %#x.\n",
device_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
hr = IDirect3DDevice7_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "Failed to get D3D interface, hr %#x.\n", hr);
hr = IDirect3D7_QueryInterface(d3d, &IID_IDirectDraw7, (void **)&ddraw);
ok(SUCCEEDED(hr), "Failed to get DirectDraw7 interface, hr %#x.\n", hr);
IDirect3D7_Release(d3d);
memset(&surface_desc, 0, sizeof(surface_desc));
surface_desc.dwSize = sizeof(surface_desc);
surface_desc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
surface_desc.dwWidth = 640;
surface_desc.dwHeight = 480;
surface_desc.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
U4(surface_desc).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
U1(U4(surface_desc).ddpfPixelFormat).dwRGBBitCount = 32;
U2(U4(surface_desc).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(U4(surface_desc).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(U4(surface_desc).ddpfPixelFormat).dwBBitMask = 0x000000ff;
U5(U4(surface_desc).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
hr = IDirectDraw7_CreateSurface(ddraw, &surface_desc, &offscreen, NULL);
ok(hr == D3D_OK, "Creating the offscreen render target failed, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_EDGEANTIALIAS, TRUE);
ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
green_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
todo_wine ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
red_quad, 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(offscreen, 320, 240);
todo_wine ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
IDirectDrawSurface7_Release(offscreen);
IDirectDraw7_Release(ddraw);
refcount = IDirect3DDevice7_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@ -11990,4 +12195,5 @@ START_TEST(ddraw7)
test_color_clamping();
test_getdc();
test_draw_primitive();
test_edge_antialiasing_blending();
}