diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index a69747f26bf..c3c4ad6853a 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -13282,6 +13282,479 @@ cleanup: cleanup_device(device); } +static void resz_test(IDirect3D9 *d3d9) +{ + IDirect3DDevice9 *device = 0; + IDirect3DSurface9 *rt, *original_rt, *ds, *readback, *intz_ds; + D3DCAPS9 caps; + HRESULT hr; + D3DPRESENT_PARAMETERS present_parameters; + unsigned int i; + static const DWORD ps_code[] = + { + 0xffff0200, /* ps_2_0 */ + 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ + 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ + 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ + 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ + 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ + 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ + 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ + 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ + 0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */ + 0x0000ffff, /* end */ + }; + struct + { + float x, y, z; + float s, t, p, q; + } + quad[] = + { + { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, + { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, + { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, + { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, + }; + struct + { + UINT x, y; + D3DCOLOR color; + } + expected_colors[] = + { + { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, + {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, + {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, + {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, + { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, + {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, + {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, + {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, + }; + IDirect3DTexture9 *texture; + IDirect3DPixelShader9 *ps; + DWORD value; + + hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); + if (FAILED(hr)) + { + skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); + return; + } + hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); + if (FAILED(hr)) + { + skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); + return; + } + + hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, + D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')); + if (FAILED(hr)) + { + skip("No INTZ support, skipping RESZ test.\n"); + return; + } + + hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, + D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')); + if (FAILED(hr)) + { + skip("No RESZ support, skipping RESZ test.\n"); + return; + } + + ZeroMemory(&present_parameters, sizeof(present_parameters)); + present_parameters.Windowed = TRUE; + present_parameters.hDeviceWindow = create_window(); + present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + present_parameters.BackBufferWidth = 640; + present_parameters.BackBufferHeight = 480; + present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; + present_parameters.EnableAutoDepthStencil = FALSE; + present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; + present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE; + + hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); + ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); + + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) + { + skip("No pixel shader 2.0 support, skipping INTZ test.\n"); + cleanup_device(device); + return; + } + if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) + { + skip("No unconditional NP2 texture support, skipping INTZ test.\n"); + cleanup_device(device); + return; + } + + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, + D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); + ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); + + hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, + D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); + IDirect3DSurface9_Release(intz_ds); + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); + ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + + /* Render offscreen (multisampled), blit the depth buffer + * into the INTZ texture and then check its contents */ + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + + /* The destination depth texture has to be bound to sampler 0 */ + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + + /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + + /* The actual multisampled depth buffer resolve happens here */ + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); + ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + /* Read the depth values back */ + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + { + D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + ok(color_match(color, expected_colors[i].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + IDirect3DSurface9_Release(ds); + hr = IDirect3DDevice9_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + IDirect3DTexture9_Release(texture); + hr = IDirect3DDevice9_SetPixelShader(device, NULL); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + IDirect3DPixelShader9_Release(ps); + IDirect3DSurface9_Release(readback); + IDirect3DSurface9_Release(original_rt); + IDirect3DSurface9_Release(rt); + cleanup_device(device); + + + ZeroMemory(&present_parameters, sizeof(present_parameters)); + present_parameters.Windowed = TRUE; + present_parameters.hDeviceWindow = create_window(); + present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + present_parameters.BackBufferWidth = 640; + present_parameters.BackBufferHeight = 480; + present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; + present_parameters.EnableAutoDepthStencil = TRUE; + present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; + present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; + + hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); + ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); + + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); + ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); + ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, + D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); + IDirect3DSurface9_Release(intz_ds); + hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); + ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); + ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); + + /* Render onscreen, blit the depth buffer into the INTZ texture + * and then check its contents */ + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + + /* The actual multisampled depth buffer resolve happens here */ + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); + ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + /* Read the depth values back */ + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + { + D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + ok(color_match(color, expected_colors[i].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + + + /* Test edge cases - try with no texture at all */ + hr = IDirect3DDevice9_SetPixelShader(device, NULL); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + + /* With a non-multisampled depth buffer */ + IDirect3DSurface9_Release(ds); + hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, + D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + + /* Read the depth values back. */ + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + { + D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + ok(color_match(color, expected_colors[i].color, 1), + "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", + expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + + /* Without a current depth-stencil buffer set */ + hr = IDirect3DDevice9_SetPixelShader(device, NULL); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); + ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); + IDirect3DSurface9_Release(ds); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + IDirect3DTexture9_Release(texture); + IDirect3DPixelShader9_Release(ps); + IDirect3DSurface9_Release(readback); + IDirect3DSurface9_Release(original_rt); + cleanup_device(device); +} + START_TEST(visual) { IDirect3D9 *d3d9; @@ -13465,6 +13938,8 @@ START_TEST(visual) device_ptr = NULL; multisampled_depth_buffer_test(d3d9); + resz_test(d3d9); + IDirect3D9_Release(d3d9); cleanup: