diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index b7be4bca094..3b5f91d8880 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -7076,6 +7076,293 @@ static void test_texcoordindex(void) DestroyWindow(window); } +static void test_vshader_input(void) +{ + DWORD swapped_twotexcrd_shader, swapped_onetexcrd_shader = 0; + DWORD swapped_twotex_wrongidx_shader = 0, swapped_twotexcrd_rightorder_shader; + DWORD texcoord_color_shader, color_ubyte_shader, color_color_shader, color_float_shader; + DWORD color_nocolor_shader = 0; + IDirect3DDevice8 *device; + IDirect3D8 *d3d; + ULONG refcount; + D3DCAPS8 caps; + DWORD color; + HWND window; + HRESULT hr; + + static const DWORD swapped_shader_code[] = + { + 0xfffe0101, /* vs_1_1 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ + 0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ + 0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ + 0x0000ffff /* end */ + }; + static const DWORD texcoord_color_shader_code[] = + { + 0xfffe0101, /* vs_1_1 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x00000001, 0xd00f0000, 0x90e40007, /* mov oD0, v7 */ + 0x0000ffff /* end */ + }; + static const DWORD color_color_shader_code[] = + { + 0xfffe0101, /* vs_1_1 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40005, /* mul oD0, c0, v5 */ + 0x0000ffff /* end */ + }; + static const float quad1[] = + { + -1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + -1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + }; + static const float quad4[] = + { + 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + 1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, + }; + static const struct + { + struct vec3 position; + DWORD diffuse; + } + quad1_color[] = + { + {{-1.0f, -1.0f, 0.1f}, 0x00ff8040}, + {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, + {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, + {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, + }, + quad2_color[] = + { + {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, + {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, + {{ 1.0f, -1.0f, 0.1f}, 0x00ff8040}, + {{ 1.0f, 0.0f, 0.1f}, 0x00ff8040}, + }, + quad3_color[] = + { + {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, + {{-1.0f, 1.0f, 0.1f}, 0x00ff8040}, + {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, + {{ 0.0f, 1.0f, 0.1f}, 0x00ff8040}, + }; + static const float quad4_color[] = + { + 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, + 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, + }; + static const DWORD decl_twotexcrd[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ + D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */ + D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */ + D3DVSD_END() + }; + static const DWORD decl_twotexcrd_rightorder[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ + D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord0 */ + D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord1 */ + D3DVSD_END() + }; + static const DWORD decl_onetexcrd[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ + D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */ + D3DVSD_END() + }; + static const DWORD decl_twotexcrd_wrongidx[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ + D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */ + D3DVSD_REG(3, D3DVSDT_FLOAT4), /* texcoord2 */ + D3DVSD_END() + }; + static const DWORD decl_texcoord_color[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ + D3DVSD_REG(7, D3DVSDT_D3DCOLOR), /* texcoord0 */ + D3DVSD_END() + }; + static const DWORD decl_color_color[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ + D3DVSD_REG(5, D3DVSDT_D3DCOLOR), /* diffuse */ + D3DVSD_END() + }; + static const DWORD decl_color_ubyte[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), + D3DVSD_REG(5, D3DVSDT_UBYTE4), + D3DVSD_END() + }; + static const DWORD decl_color_float[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), + D3DVSD_REG(5, D3DVSDT_FLOAT4), + D3DVSD_END() + }; + static const DWORD decl_nocolor[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(0, D3DVSDT_FLOAT3), + D3DVSD_END() + }; + static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f}; + static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + + 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"); + goto done; + } + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) + { + skip("No vs_1_1 support, skipping tests.\n"); + IDirect3DDevice8_Release(device); + goto done; + } + + hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd, swapped_shader_code, &swapped_twotexcrd_shader, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl_onetexcrd, swapped_shader_code, &swapped_onetexcrd_shader, 0); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_wrongidx, swapped_shader_code, &swapped_twotex_wrongidx_shader, 0); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_rightorder, swapped_shader_code, &swapped_twotexcrd_rightorder_shader, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + hr = IDirect3DDevice8_CreateVertexShader(device, decl_texcoord_color, texcoord_color_shader_code, &texcoord_color_shader, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_ubyte, color_color_shader_code, &color_ubyte_shader, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_color, color_color_shader_code, &color_color_shader, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_float, color_color_shader_code, &color_float_shader, 0); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl_nocolor, color_color_shader_code, &color_nocolor_shader, 0); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 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_SetVertexShader(device, swapped_twotexcrd_shader); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_rightorder_shader); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); + 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, 160, 360); + ok(color_match(color, 0x00ffff80, 1), "Got unexpected color 0x%08x for quad 1 (2crd).\n", color); + color = getPixelColor(device, 480, 160); + ok(color == 0x00000000, "Got unexpected color 0x%08x for quad 4 (2crd-rightorder).\n", color); + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 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_SetVertexShader(device, texcoord_color_shader); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, color_ubyte_shader); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, normalize, 1); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, no_normalize, 1); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, color_color_shader); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, color_float_shader); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); + 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); + + IDirect3DDevice8_SetVertexShader(device, 0); + + color = getPixelColor(device, 160, 360); + ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), + "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color); + color = getPixelColor(device, 480, 360); + ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1), + "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color); + color = getPixelColor(device, 160, 120); + ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), + "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color); + color = getPixelColor(device, 480, 160); + ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1), + "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color); + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + + IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_shader); + IDirect3DDevice8_DeleteVertexShader(device, swapped_onetexcrd_shader); + IDirect3DDevice8_DeleteVertexShader(device, swapped_twotex_wrongidx_shader); + IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_rightorder_shader); + IDirect3DDevice8_DeleteVertexShader(device, texcoord_color_shader); + IDirect3DDevice8_DeleteVertexShader(device, color_ubyte_shader); + IDirect3DDevice8_DeleteVertexShader(device, color_color_shader); + IDirect3DDevice8_DeleteVertexShader(device, color_float_shader); + IDirect3DDevice8_DeleteVertexShader(device, color_nocolor_shader); + + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D8_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; @@ -7134,4 +7421,5 @@ START_TEST(visual) test_pointsize(); test_multisample_mismatch(); test_texcoordindex(); + test_vshader_input(); }