From f212a56819f5c6b51f3c021b5618d40e5688d320 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 4 Apr 2011 17:46:04 +0200 Subject: [PATCH] d3d9/tests: Add a test for partial depth buffer copies. --- dlls/d3d9/tests/visual.c | 97 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 97 insertions(+) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 54aa58691d3..2a31c5cc14d 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -10831,6 +10831,102 @@ static void depth_buffer_test(IDirect3DDevice9 *device) ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); } +/* Test that partial depth copies work the way they're supposed to. The clear + * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and + * the following draw should only copy back the part that was modified. */ +static void depth_buffer2_test(IDirect3DDevice9 *device) +{ + static const struct vertex quad[] = + { + { -1.0, 1.0, 0.66f, 0xffff0000}, + { 1.0, 1.0, 0.66f, 0xffff0000}, + { -1.0, -1.0, 0.66f, 0xffff0000}, + { 1.0, -1.0, 0.66f, 0xffff0000}, + }; + + IDirect3DSurface9 *backbuffer, *rt1, *rt2; + unsigned int i, j; + D3DVIEWPORT9 vp; + D3DCOLOR color; + HRESULT hr; + + vp.X = 0; + vp.Y = 0; + vp.Width = 640; + vp.Height = 480; + vp.MinZ = 0.0; + vp.MaxZ = 1.0; + + hr = IDirect3DDevice9_SetViewport(device, &vp); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState 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_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + IDirect3DSurface9_Release(backbuffer); + IDirect3DSurface9_Release(rt2); + IDirect3DSurface9_Release(rt1); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState 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); + + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + unsigned int x = 80 * ((2 * j) + 1); + unsigned int y = 60 * ((2 * i) + 1); + color = getPixelColor(device, x, y); + ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), + "Expected color 0x0000ff00 at %u,%u, got 0x%08x.\n", x, y, color); + } + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); +} + static void intz_test(IDirect3DDevice9 *device) { static const DWORD ps_code[] = @@ -11930,6 +12026,7 @@ START_TEST(visual) alphareplicate_test(device_ptr); dp3_alpha_test(device_ptr); depth_buffer_test(device_ptr); + depth_buffer2_test(device_ptr); intz_test(device_ptr); shadow_test(device_ptr); fp_special_test(device_ptr);