d3d8/tests: Add a test for AddDirtyRect.
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cc138ba296
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de60681b86
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@ -25,6 +25,11 @@
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static HMODULE d3d8_handle = 0;
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struct vec2
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{
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float x, y;
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};
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struct vec3
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{
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float x, y, z;
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@ -4305,6 +4310,357 @@ static void volume_v16u16_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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}
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static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags)
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{
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D3DSURFACE_DESC desc;
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D3DLOCKED_RECT l;
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HRESULT hr;
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unsigned int x, y;
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DWORD *mem;
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hr = IDirect3DSurface8_GetDesc(surface, &desc);
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ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr);
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hr = IDirect3DSurface8_LockRect(surface, &l, NULL, flags);
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ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
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if (FAILED(hr))
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return;
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for (y = 0; y < desc.Height; y++)
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{
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mem = (DWORD *)((BYTE *)l.pBits + y * l.Pitch);
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for (x = 0; x < l.Pitch / sizeof(DWORD); x++)
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{
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mem[x] = color;
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}
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}
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hr = IDirect3DSurface8_UnlockRect(surface);
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ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
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}
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static void add_dirty_rect_test_draw(IDirect3DDevice8 *device)
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{
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HRESULT hr;
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static const struct
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{
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struct vec3 position;
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struct vec2 texcoord;
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}
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quad[] =
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{
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{{-1.0, -1.0, 0.0}, {0.0, 0.0}},
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{{ 1.0, -1.0, 0.0}, {1.0, 0.0}},
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{{-1.0, 1.0, 0.0}, {0.0, 1.0}},
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{{ 1.0, 1.0, 0.0}, {1.0, 1.0}},
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};
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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}
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static void add_dirty_rect_test(IDirect3DDevice8 *device)
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{
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HRESULT hr;
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IDirect3DTexture8 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed;
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IDirect3DSurface8 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed;
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unsigned int i;
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DWORD *texel;
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D3DLOCKED_RECT locked_rect;
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static const RECT part_rect = {96, 96, 160, 160};
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DWORD color;
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hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
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D3DPOOL_DEFAULT, &tex_dst1);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
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D3DPOOL_DEFAULT, &tex_dst2);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
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D3DPOOL_SYSTEMMEM, &tex_src_red);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
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D3DPOOL_SYSTEMMEM, &tex_src_green);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
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D3DPOOL_MANAGED, &tex_managed);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2);
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ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green);
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ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_red, 0, &surface_src_red);
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ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed);
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ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
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fill_surface(surface_src_red, 0x00ff0000, 0);
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fill_surface(surface_src_green, 0x0000ff00, 0);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst1);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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/* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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todo_wine ok(color_match(color, 0x00ff0000, 1),
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"Expected color 0x00ff0000, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* AddDirtyRect on the destination is ignored. */
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hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, &part_rect);
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ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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todo_wine ok(color_match(color, 0x00ff0000, 1),
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"Expected color 0x00ff0000, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, NULL);
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ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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todo_wine ok(color_match(color, 0x00ff0000, 1),
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"Expected color 0x00ff0000, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle
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* tracking is supported. */
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hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, &part_rect);
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ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00, got 0x%08x.\n", color);
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color = getPixelColor(device, 1, 1);
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todo_wine ok(color_match(color, 0x00ff0000, 1),
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"Expected color 0x00ff0000, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL);
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ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 1, 1);
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ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00, got 0x%08x.\n", color);
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/* Locks with NO_DIRTY_UPDATE are ignored. */
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fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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todo_wine ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */
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fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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todo_wine ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x000000ff, 1),
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"Expected color 0x000000ff, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* Maps without either of these flags record a dirty rectangle. */
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fill_surface(surface_src_green, 0x00ffffff, 0);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x00ffffff, 1),
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"Expected color 0x00ffffff, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* Partial LockRect works just like a partial AddDirtyRect call. */
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hr = IDirect3DTexture8_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0);
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ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
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texel = locked_rect.pBits;
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for (i = 0; i < 64; i++)
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texel[i] = 0x00ff00ff;
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for (i = 1; i < 64; i++)
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memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch);
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hr = IDirect3DTexture8_UnlockRect(tex_src_green, 0);
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ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x00ff00ff, 1),
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"Expected color 0x00ff00ff, got 0x%08x.\n", color);
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color = getPixelColor(device, 1, 1);
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ok(color_match(color, 0x00ffffff, 1),
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"Expected color 0x00ffffff, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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fill_surface(surface_src_red, 0x00ff0000, 0);
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fill_surface(surface_src_green, 0x0000ff00, 0);
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
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(IDirect3DBaseTexture8 *)tex_dst1);
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ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* UpdateSurface ignores the missing dirty marker. */
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hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red,
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(IDirect3DBaseTexture8 *)tex_dst2);
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hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL);
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ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x0000ff00, 1),
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"Expected color 0x0000ff00, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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fill_surface(surface_managed, 0x00ff0000, 0);
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_managed);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x00ff0000, 1),
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"Expected color 0x00ff0000, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */
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fill_surface(surface_managed, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x00ff0000, 1),
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"Expected color 0x00ff0000, got 0x%08x.\n", color);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* AddDirtyRect uploads the new contents.
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* Side note, not tested in the test: Partial surface updates work, and two separate
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* dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers
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* untested. */
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hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL);
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ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
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add_dirty_rect_test_draw(device);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x0000ff00, 1),
|
||||
"Expected color 0x0000ff00, got 0x%08x.\n", color);
|
||||
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
|
||||
|
||||
/* So does ResourceManagerDiscardBytes. */
|
||||
fill_surface(surface_managed, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE);
|
||||
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr);
|
||||
add_dirty_rect_test_draw(device);
|
||||
color = getPixelColor(device, 320, 240);
|
||||
ok(color_match(color, 0x000000ff, 1),
|
||||
"Expected color 0x000000ff, got 0x%08x.\n", color);
|
||||
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
|
||||
|
||||
/* AddDirtyRect on a locked texture is allowed. */
|
||||
hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
|
||||
hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
|
||||
hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
|
||||
|
||||
/* Redundant AddDirtyRect calls are ok. */
|
||||
hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
|
||||
hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||||
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
|
||||
IDirect3DSurface8_Release(surface_dst2);
|
||||
IDirect3DSurface8_Release(surface_managed);
|
||||
IDirect3DSurface8_Release(surface_src_red);
|
||||
IDirect3DSurface8_Release(surface_src_green);
|
||||
IDirect3DTexture8_Release(tex_src_red);
|
||||
IDirect3DTexture8_Release(tex_src_green);
|
||||
IDirect3DTexture8_Release(tex_dst1);
|
||||
IDirect3DTexture8_Release(tex_dst2);
|
||||
IDirect3DTexture8_Release(tex_managed);
|
||||
}
|
||||
|
||||
START_TEST(visual)
|
||||
{
|
||||
IDirect3DDevice8 *device_ptr;
|
||||
|
@ -4395,6 +4751,7 @@ START_TEST(visual)
|
|||
fog_special_test(device_ptr);
|
||||
volume_dxt5_test(device_ptr);
|
||||
volume_v16u16_test(device_ptr);
|
||||
add_dirty_rect_test(device_ptr);
|
||||
|
||||
cleanup:
|
||||
if(device_ptr) {
|
||||
|
|
Loading…
Reference in New Issue