d3d9: Test viewports that are bigger than the surface.

This commit is contained in:
Stefan Dösinger 2009-10-01 15:48:52 +02:00 committed by Alexandre Julliard
parent dc45657f2c
commit eda00d97ad
2 changed files with 81 additions and 9 deletions

View File

@ -10395,6 +10395,76 @@ static void sgn_test(IDirect3DDevice9 *device) {
IDirect3DVertexShader9_Release(shader);
}
static void viewport_test(IDirect3DDevice9 *device) {
HRESULT hr;
DWORD color;
D3DVIEWPORT9 vp, old_vp;
const float quad[] =
{
-0.5, -0.5, 0.1,
0.5, -0.5, 0.1,
-0.5, 0.5, 0.1,
0.5, 0.5, 0.1
};
memset(&old_vp, 0, sizeof(old_vp));
hr = IDirect3DDevice9_GetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
/* Test a viewport with Width and Height bigger than the surface dimensions
*
* TODO: Test Width < surface.width, but X + Width > surface.width
* TODO: Test Width < surface.width, what happens with the height?
*/
memset(&vp, 0, sizeof(vp));
vp.X = 0;
vp.Y = 0;
vp.Width = 10000;
vp.Height = 10000;
vp.MinZ = 0.0;
vp.MaxZ = 0.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
color = getPixelColor(device, 158, 118);
ok(color == 0x00ff0000, "viewport test: (158,118) has color %08x\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x00ff0000, "viewport test: (162,118) has color %08x\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ff0000, "viewport test: (158,122) has color %08x\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x00ffffff, "viewport test: (162,122) has color %08x\n", color);
color = getPixelColor(device, 478, 358);
ok(color == 0x00ffffff, "viewport test: (478,358 has color %08x\n", color);
color = getPixelColor(device, 482, 358);
ok(color == 0x00ff0000, "viewport test: (482,358) has color %08x\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ff0000, "viewport test: (478,362) has color %08x\n", color);
color = getPixelColor(device, 482, 362);
ok(color == 0x00ff0000, "viewport test: (482,362) has color %08x\n", color);
hr = IDirect3DDevice9_SetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
@ -10493,6 +10563,7 @@ START_TEST(visual)
yuv_color_test(device_ptr);
zwriteenable_test(device_ptr);
alphatest_test(device_ptr);
viewport_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{

View File

@ -4642,24 +4642,25 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, s
static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
UINT width, height;
IWineD3DSurfaceImpl *target;
IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
WINED3DVIEWPORT vp = stateblock->viewport;
glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
glDepthRange(vp.MinZ, vp.MaxZ);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
*/
if (context->render_offscreen)
{
glViewport(stateblock->viewport.X,
stateblock->viewport.Y,
stateblock->viewport.Width, stateblock->viewport.Height);
glViewport(vp.X, vp.Y, vp.Width, vp.Height);
} else {
target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
target->get_drawable_size(context, &width, &height);
glViewport(stateblock->viewport.X,
(height - (stateblock->viewport.Y + stateblock->viewport.Height)),
stateblock->viewport.Width, stateblock->viewport.Height);
glViewport(vp.X,
(height - (vp.Y + vp.Height)),
vp.Width, vp.Height);
}
checkGLcall("glViewport");