d3d8/tests: Test rhw depth clip with z enabled but no depth buffer set.
This commit is contained in:
parent
fd218b93d0
commit
f460db7c80
|
@ -4070,6 +4070,8 @@ static void zenable_test(void)
|
|||
HRESULT hr;
|
||||
UINT x, y;
|
||||
UINT i, j;
|
||||
UINT test;
|
||||
IDirect3DSurface8 *ds, *rt;
|
||||
|
||||
static const struct
|
||||
{
|
||||
|
@ -4094,34 +4096,68 @@ static void zenable_test(void)
|
|||
goto done;
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
|
||||
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
|
||||
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds);
|
||||
ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_GetRenderTarget(device, &rt);
|
||||
ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_BeginScene(device);
|
||||
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
|
||||
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);
|
||||
|
||||
for (i = 0; i < 4; ++i)
|
||||
for (test = 0; test < 2; ++test)
|
||||
{
|
||||
for (j = 0; j < 4; ++j)
|
||||
/* The Windows 8 testbot (WARP) appears to clip with
|
||||
* ZENABLE = D3DZB_TRUE and no depth buffer set. */
|
||||
static const D3DCOLOR expected_broken[] =
|
||||
{
|
||||
x = 80 * ((2 * j) + 1);
|
||||
y = 60 * ((2 * i) + 1);
|
||||
color = getPixelColor(device, x, y);
|
||||
ok(color_match(color, 0x0000ff00, 1),
|
||||
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
|
||||
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
|
||||
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
|
||||
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
|
||||
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
|
||||
};
|
||||
|
||||
if (!test)
|
||||
{
|
||||
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
|
||||
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
|
||||
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
|
||||
}
|
||||
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
|
||||
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_BeginScene(device);
|
||||
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
|
||||
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);
|
||||
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
for (j = 0; j < 4; ++j)
|
||||
{
|
||||
x = 80 * ((2 * j) + 1);
|
||||
y = 60 * ((2 * i) + 1);
|
||||
color = getPixelColor(device, x, y);
|
||||
ok(color_match(color, 0x0000ff00, 1)
|
||||
|| broken(color_match(color, expected_broken[i * 4 + j], 1) && !test),
|
||||
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
|
||||
IDirect3DSurface8_Release(ds);
|
||||
IDirect3DSurface8_Release(rt);
|
||||
|
||||
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
|
||||
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
|
||||
|
|
Loading…
Reference in New Issue