From daf549219df2d5d050b389a098a1fe7445d37183 Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Mon, 28 Mar 2016 23:03:27 +0200 Subject: [PATCH] d3d8/tests: Add a test for color varyings clamping. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d8/tests/visual.c | 177 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 177 insertions(+) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 8ba6ccd83bd..580b4446c07 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -9176,6 +9176,182 @@ done: DestroyWindow(window); } +static void test_color_clamping(void) +{ + static const 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 const struct vec3 quad[] = + { + {-1.0f, -1.0f, 0.1f}, + {-1.0f, 1.0f, 0.1f}, + { 1.0f, -1.0f, 0.1f}, + { 1.0f, 1.0f, 0.1f}, + }; + static const DWORD decl[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), + D3DVSD_CONST(0, 1), 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */ + D3DVSD_END() + }; + static const DWORD vs1_code[] = + { + 0xfffe0101, /* vs_1_1 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */ + 0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */ + 0x0000ffff + }; + static const DWORD ps1_code[] = + { + 0xffff0101, /* ps_1_1 */ + 0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */ + 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */ + 0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */ + 0x0000ffff + }; + static const struct + { + DWORD vs_version; + const DWORD *vs; + DWORD ps_version; + const DWORD *ps; + D3DCOLOR expected, broken; + } + tests[] = + { + {0, NULL, 0, NULL, 0x00404040}, + {0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080}, + {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040}, + {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f}, + }; + IDirect3DDevice8 *device; + IDirect3D8 *d3d; + unsigned int i; + ULONG refcount; + D3DCOLOR color; + D3DCAPS8 caps; + DWORD vs, ps; + HWND window; + HRESULT hr; + + window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + d3d = Direct3DCreate8(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + if (!(device = create_device(d3d, window, window, TRUE))) + { + skip("Failed to create a D3D device, skipping tests.\n"); + IDirect3D8_Release(d3d); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); + ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040); + ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + + for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + { + if (caps.VertexShaderVersion < tests[i].vs_version + || caps.PixelShaderVersion < tests[i].ps_version) + { + skip("Vertex / pixel shader version not supported, skipping test %u.\n", i); + continue; + } + if (tests[i].vs) + { + hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); + } + else + { + vs = D3DFVF_XYZ; + } + if (tests[i].ps) + { + hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); + } + else + { + ps = 0; + } + + hr = IDirect3DDevice8_SetVertexShader(device, vs); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 320, 240); + ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)), + "Got unexpected color 0x%08x, case %u.\n", color, i); + + if (vs != D3DFVF_XYZ) + IDirect3DDevice8_DeleteVertexShader(device, vs); + if (ps) + IDirect3DDevice8_DeletePixelShader(device, ps); + } + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + IDirect3D8_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; @@ -9242,4 +9418,5 @@ START_TEST(visual) test_shademode(); test_multisample_init(); test_texture_blending(); + test_color_clamping(); }