/* * Copyright 2005, 2007-2008 Henri Verbeet * Copyright (C) 2007-2008 Stefan Dösinger(for CodeWeavers) * Copyright (C) 2008 Jason Green(for TransGaming) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* This test framework allows limited testing of rendering results. Things are rendered, shown on * the framebuffer, read back from there and compared to expected colors. * * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that * causes visible results in games can be tested in a way that does not depend on pixel exactness */ #define COBJMACROS #include #include "wine/test.h" static HMODULE d3d9_handle = 0; struct vec3 { float x, y, z; }; struct vec4 { float x, y, z, w; }; static HWND create_window(void) { WNDCLASS wc = {0}; HWND ret; wc.lpfnWndProc = DefWindowProc; wc.lpszClassName = "d3d9_test_wc"; RegisterClass(&wc); ret = CreateWindow("d3d9_test_wc", "d3d9_test", WS_SYSMENU | WS_POPUP , 0, 0, 640, 480, 0, 0, 0, 0); ShowWindow(ret, SW_SHOW); return ret; } static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) { if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; return TRUE; } /* Locks a given surface and returns the color at (x,y). It's the caller's * responsibility to only pass in lockable surfaces and valid x,y coordinates */ static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y) { DWORD color; HRESULT hr; D3DSURFACE_DESC desc; RECT rectToLock = {x, y, x+1, y+1}; D3DLOCKED_RECT lockedRect; hr = IDirect3DSurface9_GetDesc(surface, &desc); if(FAILED(hr)) /* This is not a test */ { trace("Can't get the surface description, hr=%08x\n", hr); return 0xdeadbeef; } hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) /* This is not a test */ { trace("Can't lock the surface, hr=%08x\n", hr); return 0xdeadbeef; } switch(desc.Format) { case D3DFMT_A8R8G8B8: { color = ((DWORD *) lockedRect.pBits)[0] & 0xffffffff; break; } default: trace("Error: unknown surface format: %d\n", desc.Format); color = 0xdeadbeef; break; } hr = IDirect3DSurface9_UnlockRect(surface); if(FAILED(hr)) { trace("Can't unlock the surface, hr=%08x\n", hr); } return color; } static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface9 *surf = NULL, *target = NULL; HRESULT hr; D3DLOCKED_RECT lockedRect; RECT rectToLock = {x, y, x+1, y+1}; hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL); if (FAILED(hr) || !surf) { trace("Can't create an offscreen plain surface to read the render target data, hr=%08x\n", hr); return 0xdeadbeef; } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); if(FAILED(hr)) { trace("Can't get the render target, hr=%08x\n", hr); ret = 0xdeadbeed; goto out; } hr = IDirect3DDevice9_GetRenderTargetData(device, target, surf); if (FAILED(hr)) { trace("Can't read the render target data, hr=%08x\n", hr); ret = 0xdeadbeec; goto out; } hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%08x\n", hr); ret = 0xdeadbeeb; goto out; } /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't * really important for these tests */ ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; hr = IDirect3DSurface9_UnlockRect(surf); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%08x\n", hr); } out: if(target) IDirect3DSurface9_Release(target); if(surf) IDirect3DSurface9_Release(surf); return ret; } static IDirect3DDevice9 *init_d3d9(void) { IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0; IDirect3D9 *d3d9_ptr = 0; IDirect3DDevice9 *device_ptr = 0; D3DPRESENT_PARAMETERS present_parameters; HRESULT hr; D3DADAPTER_IDENTIFIER9 identifier; d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9"); ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n"); if (!d3d9_create) return NULL; d3d9_ptr = d3d9_create(D3D_SDK_VERSION); if (!d3d9_ptr) { win_skip("could not create D3D9\n"); return NULL; } 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; memset(&identifier, 0, sizeof(identifier)); hr = IDirect3D9_GetAdapterIdentifier(d3d9_ptr, 0, 0, &identifier); ok(hr == D3D_OK, "Failed to get adapter identifier description\n"); trace("Driver string: \"%s\"\n", identifier.Driver); trace("Description string: \"%s\"\n", identifier.Description); ok(identifier.Description[0] != '\0', "Empty driver description\n"); trace("Device name string: \"%s\"\n", identifier.DeviceName); ok(identifier.DeviceName[0] != '\0', "Empty device name\n"); trace("Driver version %d.%d.%d.%d\n", HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart), HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart)); hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL, "Failed to create a device, hr %#x.\n", hr); return device_ptr; } static void cleanup_device(IDirect3DDevice9 *device) { if (device) { D3DPRESENT_PARAMETERS present_parameters; IDirect3DSwapChain9 *swapchain; ULONG ref; IDirect3DDevice9_GetSwapChain(device, 0, &swapchain); IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters); IDirect3DSwapChain9_Release(swapchain); ref = IDirect3DDevice9_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); DestroyWindow(present_parameters.hDeviceWindow); } } struct vertex { float x, y, z; DWORD diffuse; }; struct tvertex { float x, y, z, rhw; DWORD diffuse; }; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; }; static void lighting_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD color; D3DMATERIAL9 material, old_material; DWORD cop, carg; DWORD old_colorwrite; float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; struct vertex unlitquad[] = { {-1.0f, -1.0f, 0.1f, 0xffff0000}, {-1.0f, 0.0f, 0.1f, 0xffff0000}, { 0.0f, 0.0f, 0.1f, 0xffff0000}, { 0.0f, -1.0f, 0.1f, 0xffff0000}, }; struct vertex litquad[] = { {-1.0f, 0.0f, 0.1f, 0xff00ff00}, {-1.0f, 1.0f, 0.1f, 0xff00ff00}, { 0.0f, 1.0f, 0.1f, 0xff00ff00}, { 0.0f, 0.0f, 0.1f, 0xff00ff00}, }; struct nvertex unlitnquad[] = { { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, }; struct nvertex litnquad[] = { { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Setup some states that may cause issues */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &old_colorwrite); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(hr == D3D_OK) { /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, nfvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 480, 360); /* Lower left quad - unlit with normals */ ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 480, 120); /* Upper left quad - lit with normals */ ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_GetMaterial(device, &old_material); ok(hr == D3D_OK, "IDirect3DDevice9_GetMaterial returned %08x\n", hr); memset(&material, 0, sizeof(material)); material.Diffuse.r = 0.0; material.Diffuse.g = 0.0; material.Diffuse.b = 0.0; material.Diffuse.a = 1.0; material.Ambient.r = 0.0; material.Ambient.g = 0.0; material.Ambient.b = 0.0; material.Ambient.a = 0.0; material.Specular.r = 0.0; material.Specular.g = 0.0; material.Specular.b = 0.0; material.Specular.a = 0.0; material.Emissive.r = 0.0; material.Emissive.g = 0.0; material.Emissive.b = 0.0; material.Emissive.a = 0.0; material.Power = 0.0; hr = IDirect3DDevice9_SetMaterial(device, &material); ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLOROP, &cop); ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLORARG1, &carg); ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { struct vertex lighting_test[] = { {-1.0, -1.0, 0.1, 0x8000ff00}, { 1.0, -1.0, 0.1, 0x80000000}, {-1.0, 1.0, 0.1, 0x8000ff00}, { 1.0, 1.0, 0.1, 0x80000000} }; hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, cop); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, old_colorwrite); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, carg); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_SetMaterial(device, &old_material); ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr); } static void clear_test(IDirect3DDevice9 *device) { /* Tests the correctness of clearing parameters */ HRESULT hr; D3DRECT rect[2]; D3DRECT rect_negneg; DWORD color; D3DVIEWPORT9 old_vp, vp; RECT scissor; DWORD oldColorWrite; BOOL invalid_clear_failed = FALSE; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Positive x, negative y */ rect[0].x1 = 0; rect[0].y1 = 480; rect[0].x2 = 320; rect[0].y2 = 240; /* Positive x, positive y */ rect[1].x1 = 0; rect[1].y1 = 0; rect[1].x2 = 320; rect[1].y2 = 240; /* Clear 2 rectangles with one call. The refrast returns an error in this case, every real driver tested so far * returns D3D_OK, but ignores the rectangle silently */ hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.y1 = 240; rect_negneg.x2 = 320; rect_negneg.y2 = 0; hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; color = getPixelColor(device, 160, 360); /* lower left quad */ ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad */ if(invalid_clear_failed) { /* If the negative rectangle was refused, the other rectangles in the list shouldn't be cleared either */ ok(color == 0x00ffffff, "Clear rectangle 1(pos, pos) has color %08x\n", color); } else { /* If the negative rectangle was dropped silently, the correct ones are cleared */ ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); } color = getPixelColor(device, 480, 360); /* lower right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Hack to work around a nvidia windows driver bug. The clear below is supposed to * clear the red quad in the top left part of the render target. For some reason it * doesn't work if the clear color is 0xffffffff on some versions of the Nvidia Windows * driver(tested on 8.17.12.5896, Win7). A clear with a different color works around * this bug and fixes the clear with the white color. Even 0xfeffffff works, but let's * pick some obvious value */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbabe, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Test how the viewport affects clears */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_GetViewport(device, &old_vp); ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr); vp.X = 160; vp.Y = 120; vp.Width = 160; vp.Height = 120; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); vp.X = 320; vp.Y = 240; vp.Width = 320; vp.Height = 240; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); rect[0].x1 = 160; rect[0].y1 = 120; rect[0].x2 = 480; rect[0].y2 = 360; hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetViewport(device, &old_vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "(158,118) has color %08x\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00ffffff, "(162,118) has color %08x\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "(158,122) has color %08x\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x000000ff, "(162,122) has color %08x\n", color); color = getPixelColor(device, 318, 238); ok(color == 0x000000ff, "(318,238) has color %08x\n", color); color = getPixelColor(device, 322, 238); ok(color == 0x00ffffff, "(322,328) has color %08x\n", color); color = getPixelColor(device, 318, 242); ok(color == 0x00ffffff, "(318,242) has color %08x\n", color); color = getPixelColor(device, 322, 242); ok(color == 0x0000ff00, "(322,242) has color %08x\n", color); color = getPixelColor(device, 478, 358); ok(color == 0x0000ff00, "(478,358 has color %08x\n", color); color = getPixelColor(device, 482, 358); ok(color == 0x00ffffff, "(482,358) has color %08x\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "(478,362) has color %08x\n", color); color = getPixelColor(device, 482, 362); ok(color == 0x00ffffff, "(482,362) has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); scissor.left = 160; scissor.right = 480; scissor.top = 120; scissor.bottom = 360; hr = IDirect3DDevice9_SetScissorRect(device, &scissor); ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &rect[1], D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00ffffff, "Pixel 162/118 has color %08x\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x00ff0000, "Pixel 162/122 has color %08x\n", color); color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); color = getPixelColor(device, 162, 358); ok(color == 0x0000ff00, "Pixel 162/358 has color %08x\n", color); color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); color = getPixelColor(device, 162, 362); ok(color == 0x00ffffff, "Pixel 162/362 has color %08x\n", color); color = getPixelColor(device, 478, 118); ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); color = getPixelColor(device, 478, 122); ok(color == 0x0000ff00, "Pixel 162/118 has color %08x\n", color); color = getPixelColor(device, 482, 122); ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); color = getPixelColor(device, 482, 358); ok(color == 0x00ffffff, "Pixel 162/122 has color %08x\n", color); color = getPixelColor(device, 478, 358); ok(color == 0x0000ff00, "Pixel 478/358 has color %08x\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "Pixel 478/118 has color %08x\n", color); color = getPixelColor(device, 482, 358); ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); color = getPixelColor(device, 482, 362); ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); color = getPixelColor(device, 318, 238); ok(color == 0x00ff0000, "Pixel 318/238 has color %08x\n", color); color = getPixelColor(device, 318, 242); ok(color == 0x0000ff00, "Pixel 318/242 has color %08x\n", color); color = getPixelColor(device, 322, 238); ok(color == 0x0000ff00, "Pixel 322/238 has color %08x\n", color); color = getPixelColor(device, 322, 242); ok(color == 0x0000ff00, "Pixel 322/242 has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &oldColorWrite); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); /* Same nvidia windows driver trouble with white clears as earlier in the same test */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbeef, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, oldColorWrite); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); /* Colorwriteenable does not affect the clear */ color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Color write protected clear returned color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); } static void color_fill_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DSurface9 *backbuffer = NULL; IDirect3DSurface9 *rt_surface = NULL; IDirect3DSurface9 *offscreen_surface = NULL; DWORD fill_color, color; /* Test ColorFill on a the backbuffer (should pass) */ hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(backbuffer) { fill_color = 0x112233; hr = IDirect3DDevice9_ColorFill(device, backbuffer, NULL, fill_color); ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); color = getPixelColor(device, 0, 0); ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); IDirect3DSurface9_Release(backbuffer); } /* Test ColorFill on a render target surface (should pass) */ hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt_surface, NULL ); ok(hr == D3D_OK, "Unable to create render target surface, hr = %08x\n", hr); if(rt_surface) { fill_color = 0x445566; hr = IDirect3DDevice9_ColorFill(device, rt_surface, NULL, fill_color); ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); color = getPixelColorFromSurface(rt_surface, 0, 0); ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); IDirect3DSurface9_Release(rt_surface); } /* Test ColorFill on a offscreen plain surface in D3DPOOL_DEFAULT (should pass) */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen_surface, NULL); ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); if(offscreen_surface) { fill_color = 0x778899; hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, fill_color); ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); color = getPixelColorFromSurface(offscreen_surface, 0, 0); ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); IDirect3DSurface9_Release(offscreen_surface); } /* Try ColorFill on a offscreen surface in sysmem (should fail) */ offscreen_surface = NULL; hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &offscreen_surface, NULL); ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); if(offscreen_surface) { hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, 0); ok(hr == D3DERR_INVALIDCALL, "ColorFill on offscreen sysmem surface failed with hr = %08x\n", hr); IDirect3DSurface9_Release(offscreen_surface); } } typedef struct { float in[4]; DWORD out; } test_data_t; /* * c7 mova ARGB mov ARGB * -2.4 -2 0x00ffff00 -3 0x00ff0000 * -1.6 -2 0x00ffff00 -2 0x00ffff00 * -0.4 0 0x0000ffff -1 0x0000ff00 * 0.4 0 0x0000ffff 0 0x0000ffff * 1.6 2 0x00ff00ff 1 0x000000ff * 2.4 2 0x00ff00ff 2 0x00ff00ff */ static void test_mova(IDirect3DDevice9 *device) { static const DWORD mova_test[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */ 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* END */ }; static const DWORD mov_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ 0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ 0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ 0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ 0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ 0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */ 0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* END */ }; static const test_data_t test_data[2][6] = { { {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000}, {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00}, {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff}, {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} }, { {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}, {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} } }; static const float quad[][3] = { {-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DVertexShader9 *mova_shader = NULL; IDirect3DVertexShader9 *mov_shader = NULL; HRESULT hr; UINT i, j; hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, mov_shader); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); for(j = 0; j < 2; ++j) { for (i = 0; i < (sizeof(test_data[0]) / sizeof(test_data_t)); ++i) { DWORD color; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); color = getPixelColor(device, 320, 240); ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n", test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova"); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); } hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); } hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DVertexShader9_Release(mova_shader); IDirect3DVertexShader9_Release(mov_shader); } struct sVertex { float x, y, z; DWORD diffuse; DWORD specular; }; struct sVertexT { float x, y, z, rhw; DWORD diffuse; DWORD specular; }; static void fog_test(IDirect3DDevice9 *device) { HRESULT hr; D3DCOLOR color; float start = 0.0f, end = 1.0f; D3DCAPS9 caps; int i; /* Gets full z based fog with linear fog, no fog with specular color */ struct sVertex untransformed_1[] = { {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, }; /* Ok, I am too lazy to deal with transform matrices */ struct sVertex untransformed_2[] = { {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, }; /* Untransformed ones. Give them a different diffuse color to make the test look * nicer. It also makes making sure that they are drawn correctly easier. */ struct sVertexT transformed_1[] = { {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; struct sVertexT transformed_2[] = { {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; struct vertex rev_fog_quads[] = { {-1.0, -1.0, 0.1, 0x000000ff}, {-1.0, 0.0, 0.1, 0x000000ff}, { 0.0, 0.0, 0.1, 0x000000ff}, { 0.0, -1.0, 0.1, 0x000000ff}, { 0.0, -1.0, 0.9, 0x000000ff}, { 0.0, 0.0, 0.9, 0x000000ff}, { 1.0, 0.0, 0.9, 0x000000ff}, { 1.0, -1.0, 0.9, 0x000000ff}, { 0.0, 0.0, 0.4, 0x000000ff}, { 0.0, 1.0, 0.4, 0x000000ff}, { 1.0, 1.0, 0.4, 0x000000ff}, { 1.0, 0.0, 0.4, 0x000000ff}, {-1.0, 0.0, 0.7, 0x000000ff}, {-1.0, 1.0, 0.7, 0x000000ff}, { 0.0, 1.0, 0.7, 0x000000ff}, { 0.0, 0.0, 0.7, 0x000000ff}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; const float ident_mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; const float world_mat1[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 1.0f }; const float world_mat2[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f }; const float proj_mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f }; const struct sVertex far_quad1[] = { {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, }; const struct sVertex far_quad2[] = { {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); /* First test: Both table fog and vertex fog off */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %08x\n", hr); /* Start = 0, end = 1. Should be default, but set them */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); /* That makes it use the Z value */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %#08x\n", hr); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); /* transformed verts */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog * equation */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0])); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) { color = getPixelColor(device, 480, 360); ok(color_match(color, 0x0000ff00, 1), "Transformed vertex with linear table fog has color %08x\n", color); } else { /* Without fog table support the vertex fog is still applied, even though table fog is turned on. * The settings above result in no fogging with vertex fog */ color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); trace("Info: Table fog not supported by this device\n"); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Now test the special case fogstart == fogend */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { start = 512; end = 512; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); /* Untransformed vertex, z coord = 0.1, fogstart = 512, fogend = 512. Would result in * a completely fog-free primitive because start > zcoord, but because start == end, the primitive * is fully covered by fog. The same happens to the 2nd untransformed quad with z = 1.0. * The third transformed quad remains unfogged because the fogcoords are read from the specular * color and has fixed fogstart and fogend. */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations, * but without shaders it seems to work everywhere */ end = 0.2; start = 0.8; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); /* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so * it doesn't seem very important for games. ATI cards also have problems with reversed table fog, * so skip this for now */ for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) { const char *mode = (i ? "table" : "vertex"); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE); ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR); ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok( hr == D3D_OK, "IDirect3DDDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { WORD Indices2[] = { 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14, 14, 15, 12}; hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 16 /* NumVerts */, 8 /*PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads, sizeof(rev_fog_quads[0])); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok( hr == D3D_OK, "IDirect3DDDevice9_EndScene returned %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x0000ff00, 1), "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00 or 0x0000fe00\n", mode, color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x2b, 0xd4), 2), "Reversed %s fog: z=0.7 has color 0x%08x\n", mode, color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xaa, 0x55), 2), "Reversed %s fog: z=0.4 has color 0x%08x\n", mode, color); color = getPixelColor(device, 480, 360); ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n"); break; } } if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) { /* A simple fog + non-identity world matrix test */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)world_mat1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %#08x\n", hr); start = 0.0; end = 1.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %#08x\n", hr); if (IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 4), "Unfogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Test fog behavior with an orthogonal (but non-identity) projection matrix */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)world_mat2); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)proj_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear returned %#08x\n", hr); if (IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)ident_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)ident_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); } else { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); } /* Test RANGEFOG vs FOGTABLEMODE */ if ((caps.RasterCaps & (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) == (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) { struct sVertex untransformed_3[] = { {-1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, {-1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, { 1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, { 1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 }, }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); /* z=0.4999, set the fogstart to 0.5 and fogend slightly higher. If range fog * is not used, the fog coordinate will be equal to fogstart and the quad not * fogged. If range fog is used the fog coordinate will be slightly higher and * the fog coordinate will be > fogend, so we get a fully fogged quad. The fog * is calculated per vertex and interpolated, so even the center of the screen * where the difference doesn't matter will be fogged, but check the corners in * case a d3d/gl implementation decides to calculate the fog factor per fragment */ start = 0.5f; end = 0.50001f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); /* Table fog: Range fog is not used */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3)); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); } color = getPixelColor(device, 10, 10); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 10); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 470); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); /* Vertex fog: Rangefog is used */ hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP returned %#08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3)); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); } color = getPixelColor(device, 10, 10); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 10); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); color = getPixelColor(device, 10, 470); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 470); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); } else { skip("Range fog or table fog not supported, skipping range fog tests\n"); } /* Turn off the fog master switch to avoid confusing other tests */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); } /* This test verifies the behaviour of cube maps wrt. texture wrapping. * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE, * regardless of the actual addressing mode set. The way this test works is * that we sample in one of the corners of the cubemap with filtering enabled, * and check the interpolated color. There are essentially two reasonable * things an implementation can do: Either pick one of the faces and * interpolate the edge texel with itself (i.e., clamp within the face), or * interpolate between the edge texels of the three involved faces. It should * never involve the border color or the other side (texcoord wrapping) of a * face in the interpolation. */ static void test_cube_wrap(IDirect3DDevice9 *device) { static const float quad[][6] = { {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const struct { D3DTEXTUREADDRESS mode; const char *name; } address_modes[] = { {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"}, {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"}, {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"}, {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"}, {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"}, }; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DCubeTexture9 *texture = NULL; IDirect3DSurface9 *surface = NULL; IDirect3DSurface9 *face_surface; D3DLOCKED_RECT locked_rect; HRESULT hr; UINT x; INT y, face; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL); ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr); hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); for (y = 0; y < 128; ++y) { DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); for (x = 0; x < 64; ++x) { *ptr++ = 0xff0000ff; } for (x = 64; x < 128; ++x) { *ptr++ = 0xffff0000; } } hr = IDirect3DSurface9_UnlockRect(surface); ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, 0, 0, &face_surface); ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL); ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr); IDirect3DSurface9_Release(face_surface); hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); for (y = 0; y < 128; ++y) { DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); for (x = 0; x < 64; ++x) { *ptr++ = 0xffff0000; } for (x = 64; x < 128; ++x) { *ptr++ = 0xff0000ff; } } hr = IDirect3DSurface9_UnlockRect(surface); ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); /* Create cube faces */ for (face = 1; face < 6; ++face) { hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface); ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL); ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr); IDirect3DSurface9_Release(face_surface); } hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x) { DWORD color; hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "Got color 0x%08x for addressing mode %s, expected 0x000000ff.\n", color, address_modes[x].name); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DCubeTexture9_Release(texture); IDirect3DSurface9_Release(surface); } static void offscreen_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DTexture9 *offscreenTexture = NULL; IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; DWORD color; static const float quad[][5] = { {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreenTexture) { trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreenTexture) { skip("Cannot create an offscreen render target\n"); goto out; } } hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(!backbuffer) { goto out; } hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); if(!offscreen) { goto out; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); /* Draw without textures - Should result in a white quad */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr); /* This time with the texture */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr); IDirect3DDevice9_EndScene(device); } /* Center quad - should be white */ color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* Some quad in the cleared part of the texture */ color = getPixelColor(device, 170, 240); ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color); /* Part of the originally cleared back buffer */ color = getPixelColor(device, 10, 10); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); if(0) { /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture. * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on * the offscreen rendering mode this test would succeed or fail */ color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); out: hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr); /* restore things */ if (backbuffer) { hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget returned %#x.\n", hr); IDirect3DSurface9_Release(backbuffer); } if(offscreenTexture) { IDirect3DTexture9_Release(offscreenTexture); } if(offscreen) { IDirect3DSurface9_Release(offscreen); } } /* This test tests fog in combination with shaders. * What's tested: linear fog (vertex and table) with pixel shader * linear table fog with non foggy vertex shader * vertex fog with foggy vertex shader, non-linear * fog with shader, non-linear fog with foggy shader, * linear table fog with foggy shader */ static void fog_with_shader_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; union { float f; DWORD i; } start, end; unsigned int i, j; /* basic vertex shader without fog computation ("non foggy") */ static const DWORD vertex_shader_code1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; /* basic vertex shader with reversed fog computation ("foggy") */ static const DWORD vertex_shader_code2[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */ 0x0000ffff }; /* basic vertex shader with reversed fog computation ("foggy"), vs_2_0 */ static const DWORD vertex_shader_code3[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x05000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x03000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ 0x03000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */ 0x0000ffff }; /* basic pixel shader */ static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const DWORD pixel_shader_code2[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; static struct vertex quad[] = { {-1.0f, -1.0f, 0.0f, 0xFFFF0000 }, {-1.0f, 1.0f, 0.0f, 0xFFFF0000 }, { 1.0f, -1.0f, 0.0f, 0xFFFF0000 }, { 1.0f, 1.0f, 0.0f, 0xFFFF0000 }, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL}; IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL}; /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */ static const struct test_data_t { int vshader; int pshader; D3DFOGMODE vfog; D3DFOGMODE tfog; unsigned int color[11]; } test_data[] = { /* only pixel shader: */ {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* vertex shader */ {1, 0, D3DFOG_NONE, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* vertex shader and pixel shader */ /* The next 4 tests would read the fog coord output, but it isn't available. * The result is a fully fogged quad, no matter what the Z coord is. This is on * a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent. * These tests should be disabled if some other hardware behaves differently */ {1, 1, D3DFOG_NONE, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, /* These use the Z coordinate with linear table fog */ {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Non-linear table fog without fog coord */ {1, 1, D3DFOG_NONE, D3DFOG_EXP, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {1, 1, D3DFOG_NONE, D3DFOG_EXP2, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, /* These tests fail on older Nvidia drivers */ /* foggy vertex shader */ {2, 0, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* foggy vertex shader and pixel shader. First 4 tests with vertex fog, * all using the fixed fog-coord linear fog */ /* vs_1_1 with ps_1_1 */ {2, 1, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* vs_2_0 with ps_1_1 */ {3, 1, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 1, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* vs_1_1 with ps_2_0 */ {2, 2, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 2, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 2, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 2, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* vs_2_0 with ps_2_0 */ {3, 2, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 2, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 2, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 2, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* These use table fog. Here the shader-provided fog coordinate is * ignored and the z coordinate used instead */ {2, 1, D3DFOG_NONE, D3DFOG_EXP, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_EXP2, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, }; /* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/ start.f=0.1f; end.f=0.9f; hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code3, &vertex_shader[3]); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code2, &pixel_shader[2]); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr); /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i); ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i); ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++) { hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr); for(j=0; j < 11; j++) { /* Don't use the whole zrange to prevent rounding errors */ quad[0].z = 0.001f + (float)j / 10.02f; quad[1].z = 0.001f + (float)j / 10.02f; quad[2].z = 0.001f + (float)j / 10.02f; quad[3].z = 0.001f + (float)j / 10.02f; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); /* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); ok(color_match(color, test_data[i].color[j], 13), "fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); } } /* reset states */ hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr); IDirect3DVertexShader9_Release(vertex_shader[1]); IDirect3DVertexShader9_Release(vertex_shader[2]); IDirect3DVertexShader9_Release(vertex_shader[3]); IDirect3DPixelShader9_Release(pixel_shader[1]); IDirect3DPixelShader9_Release(pixel_shader[2]); IDirect3DVertexDeclaration9_Release(vertex_declaration); } static void generate_bumpmap_textures(IDirect3DDevice9 *device) { unsigned int i, x, y; HRESULT hr; IDirect3DTexture9 *texture[2] = {NULL, NULL}; D3DLOCKED_RECT locked_rect; /* Generate the textures */ for(i=0; i<2; i++) { hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8, D3DPOOL_MANAGED, &texture[i], NULL); ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); for (y = 0; y < 128; ++y) { if(i) { /* Set up black texture with 2x2 texel white spot in the middle */ DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); for (x = 0; x < 128; ++x) { if(y>62 && y<66 && x>62 && x<66) *ptr++ = 0xffffffff; else *ptr++ = 0xff000000; } } else { /* Set up a displacement map which points away from the center parallel to the closest axis. * (if multiplied with bumpenvmat) */ WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); for (x = 0; x < 128; ++x) { if(abs(x-64)>abs(y-64)) { if(x < 64) *ptr++ = 0xc000; else *ptr++ = 0x4000; } else { if(y < 64) *ptr++ = 0x0040; else *ptr++ = 0x00c0; } } } } hr = IDirect3DTexture9_UnlockRect(texture[i], 0); ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); /* Disable texture filtering */ hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr); } } /* test the behavior of the texbem instruction * with normal 2D and projective 2D textures */ static void texbem_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; int i; static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps_1_1*/ 0x00000042, 0xb00f0000, /* tex t0*/ 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/ 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/ 0x0000ffff }; static const DWORD double_texbem_code[] = { 0xffff0103, /* ps_1_3 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */ 0x00000042, 0xb00f0002, /* tex t2 */ 0x00000043, 0xb00f0003, 0xb0e40002, /* texbem t3, t2 */ 0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */ 0x0000ffff /* end */ }; static const float quad[][7] = { {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, }; static const float quad_proj[][9] = { {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f}, {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f}, { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f}, { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[][4] = { { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() },{ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() } }; /* use asymmetric matrix to test loading */ float bumpenvmat[4] = {0.0,0.5,-0.5,0.0}; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DPixelShader9 *pixel_shader = NULL; IDirect3DTexture9 *texture = NULL, *texture1, *texture2; D3DLOCKED_RECT locked_rect; generate_bumpmap_textures(device); IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); for(i=0; i<2; i++) { if(i) { hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); if(!i) hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); else hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); color = getPixelColor(device, 320-32, 240); ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320+32, 240); ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240-32); ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240+32); ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); IDirect3DPixelShader9_Release(pixel_shader); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); } /* clean up */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); for(i=0; i<2; i++) { hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); /* For the GetTexture */ hr = IDirect3DDevice9_SetTexture(device, i, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); } /* Test double texbem */ hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); ((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127; ((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); ((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127; ((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127; hr = IDirect3DTexture9_UnlockRect(texture1, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); { /* Some data without any meaning, just to have an 8x8 array to see which element is picked */ #define tex 0x00ff0000 #define tex1 0x0000ff00 #define origin 0x000000ff static const DWORD pixel_data[] = { 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, tex1 , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin, 0x000000ff, tex , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, }; #undef tex1 #undef tex2 #undef origin hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); for(i = 0; i < 8; i++) { memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD)); } hr = IDirect3DTexture9_UnlockRect(texture2, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4); ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); bumpenvmat[0] =-1.0; bumpenvmat[2] = 2.0; bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.0; hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); bumpenvmat[0] = 1.5; bumpenvmat[2] = 0.0; bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.5; hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); if(SUCCEEDED(hr)) { static const float double_quad[] = { -1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, 1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, -1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, }; hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); } color = getPixelColor(device, 320, 240); ok(color == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 2, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 3, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DPixelShader9_Release(pixel_shader); IDirect3DTexture9_Release(texture); IDirect3DTexture9_Release(texture1); IDirect3DTexture9_Release(texture2); } static void z_range_test(IDirect3DDevice9 *device) { const struct vertex quad[] = { {-1.0f, 0.0f, 1.1f, 0xffff0000}, {-1.0f, 1.0f, 1.1f, 0xffff0000}, { 1.0f, 0.0f, -1.1f, 0xffff0000}, { 1.0f, 1.0f, -1.1f, 0xffff0000}, }; const struct vertex quad2[] = { {-1.0f, 0.0f, 1.1f, 0xff0000ff}, {-1.0f, 1.0f, 1.1f, 0xff0000ff}, { 1.0f, 0.0f, -1.1f, 0xff0000ff}, { 1.0f, 1.0f, -1.1f, 0xff0000ff}, }; const struct tvertex quad3[] = { { 0, 240, 1.1f, 1.0, 0xffffff00}, { 0, 480, 1.1f, 1.0, 0xffffff00}, { 640, 240, -1.1f, 1.0, 0xffffff00}, { 640, 480, -1.1f, 1.0, 0xffffff00}, }; const struct tvertex quad4[] = { { 0, 240, 1.1f, 1.0, 0xff00ff00}, { 0, 480, 1.1f, 1.0, 0xff00ff00}, { 640, 240, -1.1f, 1.0, 0xff00ff00}, { 640, 480, -1.1f, 1.0, 0xff00ff00}, }; HRESULT hr; DWORD color; IDirect3DVertexShader9 *shader; IDirect3DVertexDeclaration9 *decl; D3DCAPS9 caps; const DWORD shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */ 0x0000ffff /* end */ }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; IDirect3DDevice9_GetDeviceCaps(device, &caps); /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, * then call Present. Then clear the color buffer to make sure it has some defined content * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut * by the depth value. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(hr == D3D_OK) { /* Test the untransformed vertex path */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); /* Test the transformed vertex path */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } /* Do not test the exact corner pixels, but go pretty close to them */ /* Clipped because z > 1.0 */ color = getPixelColor(device, 28, 238); ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 28, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); } else { ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); } /* Not clipped, > z buffer clear value(0.75) */ color = getPixelColor(device, 31, 238); ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 31, 241); ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); color = getPixelColor(device, 100, 238); ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 241); ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); /* Not clipped, < z buffer clear value */ color = getPixelColor(device, 104, 238); ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 104, 241); ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); color = getPixelColor(device, 318, 238); ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 241); ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); /* Clipped because z < 0.0 */ color = getPixelColor(device, 321, 238); ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 321, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); } else { ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Test the shader path */ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("Vertex shaders not supported\n"); goto out; } hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(hr == D3D_OK) { float colorf[] = {1.0, 0.0, 0.0, 1.0}; float colorf2[] = {0.0, 0.0, 1.0, 1.0}; IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf, 1); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf2, 1); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); IDirect3DVertexDeclaration9_Release(decl); IDirect3DVertexShader9_Release(shader); /* Z < 1.0 */ color = getPixelColor(device, 28, 238); ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* 1.0 < z < 0.75 */ color = getPixelColor(device, 31, 238); ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 238); ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); /* 0.75 < z < 0.0 */ color = getPixelColor(device, 104, 238); ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 238); ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); /* 0.0 < z */ color = getPixelColor(device, 321, 238); ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); out: hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); } static void fill_surface(IDirect3DSurface9 *surface, DWORD color) { D3DSURFACE_DESC desc; D3DLOCKED_RECT l; HRESULT hr; unsigned int x, y; DWORD *mem; memset(&desc, 0, sizeof(desc)); memset(&l, 0, sizeof(l)); hr = IDirect3DSurface9_GetDesc(surface, &desc); ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr); hr = IDirect3DSurface9_LockRect(surface, &l, NULL, 0); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %08x\n", hr); if(FAILED(hr)) return; for(y = 0; y < desc.Height; y++) { mem = (DWORD *) ((BYTE *) l.pBits + y * l.Pitch); for(x = 0; x < l.Pitch / sizeof(DWORD); x++) { mem[x] = color; } } hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed with %08x\n", hr); } /* This tests a variety of possible StretchRect() situations */ static void stretchrect_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DTexture9 *tex_rt32 = NULL, *tex_rt64 = NULL, *tex_rt_dest64 = NULL, *tex_rt_dest640_480 = NULL; IDirect3DSurface9 *surf_tex_rt32 = NULL, *surf_tex_rt64 = NULL, *surf_tex_rt_dest64 = NULL, *surf_tex_rt_dest640_480 = NULL; IDirect3DTexture9 *tex32 = NULL, *tex64 = NULL, *tex_dest64 = NULL; IDirect3DSurface9 *surf_tex32 = NULL, *surf_tex64 = NULL, *surf_tex_dest64 = NULL; IDirect3DSurface9 *surf_rt32 = NULL, *surf_rt64 = NULL, *surf_rt_dest64 = NULL; IDirect3DSurface9 *surf_offscreen32 = NULL, *surf_offscreen64 = NULL, *surf_offscreen_dest64 = NULL; IDirect3DSurface9 *surf_temp32 = NULL, *surf_temp64 = NULL; IDirect3DSurface9 *orig_rt = NULL; IDirect3DSurface9 *backbuffer = NULL; DWORD color; RECT src_rect64 = {0, 0, 64, 64}; RECT src_rect64_flipy = {0, 64, 64, 0}; RECT dst_rect64 = {0, 0, 64, 64}; RECT dst_rect64_flipy = {0, 64, 64, 0}; hr = IDirect3DDevice9_GetRenderTarget(device, 0, &orig_rt); ok(hr == D3D_OK, "Can't get render target, hr = %08x\n", hr); if(!orig_rt) { goto out; } /* Create our temporary surfaces in system memory */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); /* Create offscreen plain surfaces in D3DPOOL_DEFAULT */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr); /* Create render target surfaces */ hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL ); ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL ); ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL ); ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); /* Create render target textures */ hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL); ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL); ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL); ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest640_480, NULL); ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr); if (tex_rt32) { hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); } if (tex_rt64) { hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); } if (tex_rt_dest64) { hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); } if (tex_rt_dest64) { hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest640_480, 0, &surf_tex_rt_dest640_480); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); } /* Create regular textures in D3DPOOL_DEFAULT */ hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL); ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL); ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL); ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr); if (tex32) { hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); } if (tex64) { hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); } if (tex_dest64) { hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); } /********************************************************************* * Tests for when the source parameter is an offscreen plain surface * *********************************************************************/ /* Fill the offscreen 64x64 surface with green */ if (surf_offscreen64) fill_surface(surf_offscreen64, 0xff00ff00); /* offscreenplain ==> offscreenplain, same size */ if(surf_offscreen64 && surf_offscreen_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32); ok(color == 0xff00ff00, "StretchRect offscreen ==> offscreen same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_offscreen_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_offscreen_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_offscreen_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* offscreenplain ==> rendertarget texture, same size */ if(surf_offscreen64 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* offscreenplain ==> rendertarget surface, same size */ if(surf_offscreen64 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* offscreenplain ==> texture, same size (should fail) */ if(surf_offscreen64 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* Fill the smaller offscreen surface with red */ fill_surface(surf_offscreen32, 0xffff0000); /* offscreenplain ==> offscreenplain, scaling (should fail) */ if(surf_offscreen32 && surf_offscreen64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* offscreenplain ==> rendertarget texture, scaling */ if(surf_offscreen32 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffff0000.\n", color); } } /* offscreenplain ==> rendertarget surface, scaling */ if(surf_offscreen32 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); } /* offscreenplain ==> texture, scaling (should fail) */ if(surf_offscreen32 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /************************************************************ * Tests for when the source parameter is a regular texture * ************************************************************/ /* Fill the surface of the regular texture with blue */ if (surf_tex64 && surf_temp64) { /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */ fill_surface(surf_temp64, 0xff0000ff); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL); ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); } /* texture ==> offscreenplain, same size */ if(surf_tex64 && surf_offscreen64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* texture ==> rendertarget texture, same size */ if(surf_tex64 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* texture ==> rendertarget surface, same size */ if(surf_tex64 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* texture ==> texture, same size (should fail) */ if(surf_tex64 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* Fill the surface of the smaller regular texture with red */ if (surf_tex32 && surf_temp32) { /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */ fill_surface(surf_temp32, 0xffff0000); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL); ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); } /* texture ==> offscreenplain, scaling (should fail) */ if(surf_tex32 && surf_offscreen64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* texture ==> rendertarget texture, scaling */ if(surf_tex32 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "StretchRect texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); } } /* texture ==> rendertarget surface, scaling */ if(surf_tex32 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "StretchRect texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); } /* texture ==> texture, scaling (should fail) */ if(surf_tex32 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /***************************************************************** * Tests for when the source parameter is a rendertarget texture * *****************************************************************/ /* Fill the surface of the rendertarget texture with white */ if (surf_tex_rt64 && surf_temp64) { /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */ fill_surface(surf_temp64, 0xffffffff); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL); ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); } /* rendertarget texture ==> offscreenplain, same size */ if(surf_tex_rt64 && surf_offscreen64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* rendertarget texture ==> rendertarget texture, same size */ if(surf_tex_rt64 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffffffff.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* rendertarget texture ==> rendertarget surface, same size */ if(surf_tex_rt64 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xffffffff.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* rendertarget texture ==> texture, same size (should fail) */ if(surf_tex_rt64 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* Fill the surface of the smaller rendertarget texture with red */ if (surf_tex_rt32 && surf_temp32) { /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */ fill_surface(surf_temp32, 0xffff0000); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL); ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr); } /* rendertarget texture ==> offscreenplain, scaling (should fail) */ if(surf_tex_rt32 && surf_offscreen64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* rendertarget texture ==> rendertarget texture, scaling */ if(surf_tex_rt32 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); } } /* rendertarget texture ==> rendertarget surface, scaling */ if(surf_tex_rt32 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); } /* rendertarget texture ==> texture, scaling (should fail) */ if(surf_tex_rt32 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /***************************************************************** * Tests for when the source parameter is a rendertarget surface * *****************************************************************/ /* Fill the surface of the rendertarget surface with black */ if (surf_rt64) fill_surface(surf_rt64, 0xff000000); /* rendertarget texture ==> offscreenplain, same size */ if(surf_rt64 && surf_offscreen64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* rendertarget surface ==> rendertarget texture, same size */ if(surf_rt64 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff000000.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* rendertarget surface ==> rendertarget surface, same size */ if(surf_rt64 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff000000.\n", color); } /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* rendertarget surface ==> texture, same size (should fail) */ if(surf_rt64 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* Fill the surface of the smaller rendertarget texture with red */ if (surf_rt32) fill_surface(surf_rt32, 0xffff0000); /* rendertarget surface ==> offscreenplain, scaling (should fail) */ if(surf_rt32 && surf_offscreen64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* rendertarget surface ==> rendertarget texture, scaling */ if(surf_rt32 && surf_tex_rt_dest64 && surf_temp64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first */ if (hr == D3D_OK) { hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr); } if (hr == D3D_OK) { color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); } } /* rendertarget surface ==> rendertarget surface, scaling */ if(surf_rt32 && surf_rt_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color); } /* rendertarget surface ==> texture, scaling (should fail) */ if(surf_rt32 && surf_tex_dest64) { hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, 0); todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); } /* backbuffer ==> surface tests (no scaling) */ if(backbuffer && surf_tex_rt_dest640_480) { RECT src_rect = {0, 0, 640, 480}; RECT src_rect_flipy = {0, 480, 640, 0}; RECT dst_rect = {0, 0, 640, 480}; RECT dst_rect_flipy = {0, 480, 640, 0}; /* Blit with NULL rectangles */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, NULL, surf_tex_rt_dest640_480, NULL, 0); ok( hr == D3D_OK, "StretchRect backbuffer ==> texture same size failed:\n"); /* Blit without scaling */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, surf_tex_rt_dest640_480, &dst_rect, 0); ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n"); /* Flipping in y-direction through src_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect_flipy, surf_tex_rt_dest640_480, &dst_rect, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed) */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, surf_tex_rt_dest640_480, &dst_rect_flipy, 0); ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); } /* TODO: Test format conversions */ out: /* Clean up */ if (backbuffer) IDirect3DSurface9_Release(backbuffer); if (surf_rt32) IDirect3DSurface9_Release(surf_rt32); if (surf_rt64) IDirect3DSurface9_Release(surf_rt64); if (surf_rt_dest64) IDirect3DSurface9_Release(surf_rt_dest64); if (surf_temp32) IDirect3DSurface9_Release(surf_temp32); if (surf_temp64) IDirect3DSurface9_Release(surf_temp64); if (surf_offscreen32) IDirect3DSurface9_Release(surf_offscreen32); if (surf_offscreen64) IDirect3DSurface9_Release(surf_offscreen64); if (surf_offscreen_dest64) IDirect3DSurface9_Release(surf_offscreen_dest64); if (tex_rt32) { if (surf_tex_rt32) IDirect3DSurface9_Release(surf_tex_rt32); IDirect3DTexture9_Release(tex_rt32); } if (tex_rt64) { if (surf_tex_rt64) IDirect3DSurface9_Release(surf_tex_rt64); IDirect3DTexture9_Release(tex_rt64); } if (tex_rt_dest64) { if (surf_tex_rt_dest64) IDirect3DSurface9_Release(surf_tex_rt_dest64); IDirect3DTexture9_Release(tex_rt_dest64); } if (tex_rt_dest640_480) { if (surf_tex_rt_dest640_480) IDirect3DSurface9_Release(surf_tex_rt_dest640_480); IDirect3DTexture9_Release(tex_rt_dest640_480); } if (tex32) { if (surf_tex32) IDirect3DSurface9_Release(surf_tex32); IDirect3DTexture9_Release(tex32); } if (tex64) { if (surf_tex64) IDirect3DSurface9_Release(surf_tex64); IDirect3DTexture9_Release(tex64); } if (tex_dest64) { if (surf_tex_dest64) IDirect3DSurface9_Release(surf_tex_dest64); IDirect3DTexture9_Release(tex_dest64); } if (orig_rt) { hr = IDirect3DDevice9_SetRenderTarget(device, 0, orig_rt); ok(hr == D3D_OK, "IDirect3DSetRenderTarget failed with %08x\n", hr); IDirect3DSurface9_Release(orig_rt); } } static void maxmip_test(IDirect3DDevice9 *device) { IDirect3DTexture9 *texture = NULL; IDirect3DSurface9 *surface = NULL; HRESULT hr; DWORD color; static const struct { struct { float x, y, z; float s, t; } v[4]; } quads[] = { {{ {-1.0, -1.0, 0.0, 0.0, 0.0}, {-1.0, 0.0, 0.0, 0.0, 1.0}, { 0.0, -1.0, 0.0, 1.0, 0.0}, { 0.0, 0.0, 0.0, 1.0, 1.0}, }}, {{ { 0.0, -1.0, 0.0, 0.0, 0.0}, { 0.0, 0.0, 0.0, 0.0, 1.0}, { 1.0, -1.0, 0.0, 1.0, 0.0}, { 1.0, 0.0, 0.0, 1.0, 1.0}, }}, {{ { 0.0, 0.0, 0.0, 0.0, 0.0}, { 0.0, 1.0, 0.0, 0.0, 1.0}, { 1.0, 0.0, 0.0, 1.0, 0.0}, { 1.0, 1.0, 0.0, 1.0, 1.0}, }}, {{ {-1.0, 0.0, 0.0, 0.0, 0.0}, {-1.0, 1.0, 0.0, 0.0, 1.0}, { 0.0, 0.0, 0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0, 1.0, 1.0}, }}, }; hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); if(!texture) { skip("Failed to create test texture\n"); return; } hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); fill_surface(surface, 0xffff0000); IDirect3DSurface9_Release(surface); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface); ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); fill_surface(surface, 0xff00ff00); IDirect3DSurface9_Release(surface); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface); ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); fill_surface(surface, 0xff0000ff); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); } /* With mipmapping disabled, the max mip level is ignored, only level 0 is used */ color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "MaxMip 0, no mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "MaxMip 1, no mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000, "MaxMip 2, no mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ff0000, "MaxMip 3, no mipfilter has color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene returned %#x.\n", hr); } /* Max Mip level 0-2 sample from the specified texture level, Max Mip * level 3 (> levels in texture) samples from the highest level in the * texture (level 2). */ color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "MaxMip 0, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000ff00, "MaxMip 1, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "MaxMip 2, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x000000ff, "MaxMip 3, point mipfilter has color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); if(SUCCEEDED(hr)) { DWORD ret; /* Mipmapping OFF, LOD level smaller than MAXMIPLEVEL. LOD level limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 1); ok(ret == 0, "IDirect3DTexture9_SetLOD returned %u, expected 0\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Mipmapping ON, LOD level smaller than max mip level. LOD level limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 2); ok(ret == 1, "IDirect3DTexture9_SetLOD returned %u, expected 1\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Mipmapping ON, LOD level bigger than max mip level. MAXMIPLEVEL limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 1); ok(ret == 2, "IDirect3DTexture9_SetLOD returned %u, expected 2\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Mipmapping OFF, LOD level bigger than max mip level. LOD level limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 1); ok(ret == 1, "IDirect3DTexture9_SetLOD returned %u, expected 1\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); } /* Max Mip level 0-2 sample from the specified texture level, Max Mip * level 3 (> levels in texture) samples from the highest level in the * texture (level 2). */ color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "MaxMip 0, LOD 1, none mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x000000ff, "MaxMip 1, LOD 2, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "MaxMip 2, LOD 1, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000ff00, "MaxMip 2, LOD 1, none mipfilter has color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); IDirect3DTexture9_Release(texture); } static void release_buffer_test(IDirect3DDevice9 *device) { IDirect3DVertexBuffer9 *vb = NULL; IDirect3DIndexBuffer9 *ib = NULL; HRESULT hr; BYTE *data; LONG ref; static const struct vertex quad[] = { {-1.0, -1.0, 0.1, 0xffff0000}, {-1.0, 1.0, 0.1, 0xffff0000}, { 1.0, 1.0, 0.1, 0xffff0000}, {-1.0, -1.0, 0.1, 0xff00ff00}, {-1.0, 1.0, 0.1, 0xff00ff00}, { 1.0, 1.0, 0.1, 0xff00ff00} }; short indices[] = {3, 4, 5}; /* Index and vertex buffers should always be creatable */ hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if(!vb) { skip("Failed to create a vertex buffer\n"); return; } hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr); if(!ib) { skip("Failed to create an index buffer\n"); return; } hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer9_Unlock(ib); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DDevice9_SetIndices(device, ib); ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); /* Now destroy the bound index buffer and draw again */ ref = IDirect3DIndexBuffer9_Release(ib); ok(ref == 0, "Index Buffer reference count is %08d\n", ref); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { /* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent d3d from * making assumptions about the indices or vertices */ hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetIndices(device, NULL); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); /* Index buffer was already destroyed as part of the test */ IDirect3DVertexBuffer9_Release(vb); } static void float_texture_test(IDirect3DDevice9 *device) { IDirect3D9 *d3d = NULL; HRESULT hr; IDirect3DTexture9 *texture = NULL; D3DLOCKED_RECT lr; float *data; DWORD color; float quad[] = { -1.0, -1.0, 0.1, 0.0, 0.0, -1.0, 1.0, 0.1, 0.0, 1.0, 1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 1.0, 0.1, 1.0, 1.0, }; memset(&lr, 0, sizeof(lr)); IDirect3DDevice9_GetDirect3D(device, &d3d); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) { skip("D3DFMT_R32F textures not supported\n"); goto out; } hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); if(!texture) { skip("Failed to create R32F texture\n"); goto out; } hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); data = lr.pBits; *data = 0.0; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); color = getPixelColor(device, 240, 320); ok(color == 0x0000FFFF, "R32F with value 0.0 has color %08x, expected 0x0000FFFF\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); out: if(texture) IDirect3DTexture9_Release(texture); IDirect3D9_Release(d3d); } static void g16r16_texture_test(IDirect3DDevice9 *device) { IDirect3D9 *d3d = NULL; HRESULT hr; IDirect3DTexture9 *texture = NULL; D3DLOCKED_RECT lr; DWORD *data; DWORD color; float quad[] = { -1.0, -1.0, 0.1, 0.0, 0.0, -1.0, 1.0, 0.1, 0.0, 1.0, 1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 1.0, 0.1, 1.0, 1.0, }; memset(&lr, 0, sizeof(lr)); IDirect3DDevice9_GetDirect3D(device, &d3d); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK) { skip("D3DFMT_G16R16 textures not supported\n"); goto out; } hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); if(!texture) { skip("Failed to create D3DFMT_G16R16 texture\n"); goto out; } hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); data = lr.pBits; *data = 0x0f00f000; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); color = getPixelColor(device, 240, 320); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xf0, 0x0f, 0xff), 1), "D3DFMT_G16R16 with value 0x00ffff00 has color %08x, expected 0x00f00fff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); out: if(texture) IDirect3DTexture9_Release(texture); IDirect3D9_Release(d3d); } static void check_rect(IDirect3DDevice9 *device, RECT r, const char *message) { LONG x_coords[2][2] = { {r.left - 1, r.left + 1}, {r.right + 1, r.right - 1}, }; LONG y_coords[2][2] = { {r.top - 1, r.top + 1}, {r.bottom + 1, r.bottom - 1} }; unsigned int i, j, x_side, y_side; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { for (x_side = 0; x_side < 2; ++x_side) { for (y_side = 0; y_side < 2; ++y_side) { unsigned int x = x_coords[i][x_side], y = y_coords[j][y_side]; DWORD color; DWORD expected = (x_side == 1 && y_side == 1) ? 0x00ffffff : 0; color = getPixelColor(device, x, y); ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x\n", message, x, y, color, expected); } } } } } struct projected_textures_test_run { const char *message; DWORD flags; IDirect3DVertexDeclaration9 *decl; BOOL vs, ps; RECT rect; }; static void projected_textures_test(IDirect3DDevice9 *device, struct projected_textures_test_run tests[4]) { unsigned int i; static const DWORD vertex_shader[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xe00f0000, 0x90e40001, /* mov oT0, v1 */ 0x0000ffff /* end */ }; static const DWORD pixel_shader[] = { 0xffff0103, /* ps_1_3 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *vs = NULL; IDirect3DPixelShader9 *ps = NULL; HRESULT hr; hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if (FAILED(hr)) return; for (i = 0; i < 4; ++i) { DWORD value = 0xdeadbeef; static const float proj_quads[] = { -1.0, -1.0, 0.1, 0.0, 0.0, 4.0, 6.0, 0.0, -1.0, 0.1, 4.0, 0.0, 4.0, 6.0, -1.0, 0.0, 0.1, 0.0, 4.0, 4.0, 6.0, 0.0, 0.0, 0.1, 4.0, 4.0, 4.0, 6.0, 0.0, -1.0, 0.1, 0.0, 0.0, 4.0, 6.0, 1.0, -1.0, 0.1, 4.0, 0.0, 4.0, 6.0, 0.0, 0.0, 0.1, 0.0, 4.0, 4.0, 6.0, 1.0, 0.0, 0.1, 4.0, 4.0, 4.0, 6.0, -1.0, 0.0, 0.1, 0.0, 0.0, 4.0, 6.0, 0.0, 0.0, 0.1, 4.0, 0.0, 4.0, 6.0, -1.0, 1.0, 0.1, 0.0, 4.0, 4.0, 6.0, 0.0, 1.0, 0.1, 4.0, 4.0, 4.0, 6.0, 0.0, 0.0, 0.1, 0.0, 0.0, 4.0, 6.0, 1.0, 0.0, 0.1, 4.0, 0.0, 4.0, 6.0, 0.0, 1.0, 0.1, 0.0, 4.0, 4.0, 6.0, 1.0, 1.0, 0.1, 4.0, 4.0, 4.0, 6.0, }; if (tests[i].vs) hr = IDirect3DDevice9_SetVertexShader(device, vs); else hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); if (tests[i].ps) hr = IDirect3DDevice9_SetPixelShader(device, ps); else hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, tests[i].decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &value); ok(SUCCEEDED(hr) && value == tests[i].flags, "GetTextureStageState returned: hr %08x, value %08x.\n", hr, value); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &proj_quads[i * 4 * 7], 7 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); } hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); hr = IDirect3DDevice9_SetPixelShader(device, NULL); IDirect3DVertexShader9_Release(vs); IDirect3DPixelShader9_Release(ps); for (i = 0; i < 4; ++i) check_rect(device, tests[i].rect, tests[i].message); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); } static void texture_transform_flags_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3D9 *d3d; D3DFORMAT fmt = D3DFMT_X8R8G8B8; D3DCAPS9 caps; IDirect3DTexture9 *texture = NULL; IDirect3DVolumeTexture9 *volume = NULL; unsigned int x, y, z; D3DLOCKED_RECT lr; D3DLOCKED_BOX lb; DWORD color; UINT w, h; IDirect3DVertexDeclaration9 *decl, *decl2, *decl3, *decl4; float identity[16] = {1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0}; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements2[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements3[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements4[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const unsigned char proj_texdata[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; memset(&lr, 0, sizeof(lr)); memset(&lb, 0, sizeof(lb)); IDirect3DDevice9_GetDirect3D(device, &d3d); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK) { fmt = D3DFMT_A16B16G16R16; } IDirect3D9_Release(d3d); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements3, &decl3); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements4, &decl4); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); w = min(1024, caps.MaxTextureWidth); h = min(1024, caps.MaxTextureHeight); hr = IDirect3DDevice9_CreateTexture(device, w, h, 1, 0, fmt, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); if(!texture) { skip("Failed to create the test texture\n"); return; } /* Unfortunately there is no easy way to set up a texture coordinate passthrough * in d3d fixed function pipeline, so create a texture that has a gradient from 0.0 to * 1.0 in red and green for the x and y coords */ hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr); for(y = 0; y < h; y++) { for(x = 0; x < w; x++) { double r_f = (double) y / (double) h; double g_f = (double) x / (double) w; if(fmt == D3DFMT_A16B16G16R16) { unsigned short r, g; unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8); r = (unsigned short) (r_f * 65536.0); g = (unsigned short) (g_f * 65536.0); dst[0] = r; dst[1] = g; dst[2] = 0; dst[3] = 65535; } else { unsigned char *dst = ((unsigned char *) lr.pBits) + y * lr.Pitch + x * 4; unsigned char r = (unsigned char) (r_f * 255.0); unsigned char g = (unsigned char) (g_f * 255.0); dst[0] = 0; dst[1] = g; dst[2] = r; dst[3] = 255; } } } hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { float quad1[] = { -1.0, -1.0, 0.1, 1.0, 1.0, -1.0, 0.0, 0.1, 1.0, 1.0, 0.0, -1.0, 0.1, 1.0, 1.0, 0.0, 0.0, 0.1, 1.0, 1.0, }; float quad2[] = { -1.0, 0.0, 0.1, 1.0, 1.0, -1.0, 1.0, 0.1, 1.0, 1.0, 0.0, 0.0, 0.1, 1.0, 1.0, 0.0, 1.0, 0.1, 1.0, 1.0, }; float quad3[] = { 0.0, 0.0, 0.1, 0.5, 0.5, 0.0, 1.0, 0.1, 0.5, 0.5, 1.0, 0.0, 0.1, 0.5, 0.5, 1.0, 1.0, 0.1, 0.5, 0.5, }; float quad4[] = { 320, 480, 0.1, 1.0, 0.0, 1.0, 320, 240, 0.1, 1.0, 0.0, 1.0, 640, 480, 0.1, 1.0, 0.0, 1.0, 640, 240, 0.1, 1.0, 0.0, 1.0, }; float mat[16] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; /* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* What happens with transforms enabled? */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* What happens if 4 coords are used, but only 2 given ?*/ mat[8] = 1.0; mat[13] = 1.0; hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* What happens with transformed geometry? This setup lead to 0/0 coords with untransformed * geometry. If the same applies to transformed vertices, the quad will be black, otherwise red, * due to the coords in the vertices. (turns out red, indeed) */ memset(mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00FFFF00, 1), "quad 1 has color %08x, expected 0x00FFFF00\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000FF00, 1), "quad 3 has color %08x, expected 0x0000FF00\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00FF0000, 1), "quad 4 has color %08x, expected 0x00FF0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { float quad1[] = { -1.0, -1.0, 0.1, 0.8, 0.2, -1.0, 0.0, 0.1, 0.8, 0.2, 0.0, -1.0, 0.1, 0.8, 0.2, 0.0, 0.0, 0.1, 0.8, 0.2, }; float quad2[] = { -1.0, 0.0, 0.1, 0.5, 1.0, -1.0, 1.0, 0.1, 0.5, 1.0, 0.0, 0.0, 0.1, 0.5, 1.0, 0.0, 1.0, 0.1, 0.5, 1.0, }; float quad3[] = { 0.0, 0.0, 0.1, 0.5, 1.0, 0.0, 1.0, 0.1, 0.5, 1.0, 1.0, 0.0, 0.1, 0.5, 1.0, 1.0, 1.0, 0.1, 0.5, 1.0, }; float quad4[] = { 0.0, -1.0, 0.1, 0.8, 0.2, 0.0, 0.0, 0.1, 0.8, 0.2, 1.0, -1.0, 0.1, 0.8, 0.2, 1.0, 0.0, 0.1, 0.8, 0.2, }; float mat[16] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; /* What happens to the default 1 in the 3rd coordinate if it is disabled? */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers * it behaves like COUNT2 because normal textures require 2 coords. */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Just to be sure, the same as quad2 above */ memset(mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not * used? And what happens to the first? */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00FF0000, 1), "quad 1 has color %08x, expected 0x00FF0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x00ff8000, 1) || color == 0x00000000, "quad 3 has color %08x, expected 0x00ff8000\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00FF0000, 1), "quad 4 has color %08x, expected 0x0033cc00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DTexture9_Release(texture); /* Test projected textures, without any fancy matrices */ hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); if (SUCCEEDED(hr)) { struct projected_textures_test_run projected_tests_1[4] = { { "D3DTTFF_COUNT4 | D3DTTFF_PROJECTED - bottom left", D3DTTFF_COUNT4 | D3DTTFF_PROJECTED, decl3, FALSE, TRUE, {120, 300, 240, 390}, }, { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED - bottom right", D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, decl3, FALSE, TRUE, {400, 360, 480, 420}, }, /* Try with some invalid values */ { "0xffffffff (draws like COUNT4 | PROJECTED) - top left", 0xffffffff, decl3, FALSE, TRUE, {120, 60, 240, 150} }, { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (draws non-projected) - top right", D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, decl4, FALSE, TRUE, {340, 210, 360, 225}, } }; struct projected_textures_test_run projected_tests_2[4] = { { "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED, texcoord has 4 components) - bottom left", D3DTTFF_PROJECTED, decl3, FALSE, TRUE, {120, 300, 240, 390}, }, { "D3DTTFF_PROJECTED (like COUNT3 | PROJECTED, texcoord has only 3 components) - bottom right", D3DTTFF_PROJECTED, decl, FALSE, TRUE, {400, 360, 480, 420}, }, { "0xffffffff (like COUNT3 | PROJECTED, texcoord has only 3 components) - top left", 0xffffffff, decl, FALSE, TRUE, {80, 120, 160, 180}, }, { "D3DTTFF_COUNT1 (draws non-projected) - top right", D3DTTFF_COUNT1, decl4, FALSE, TRUE, {340, 210, 360, 225}, } }; struct projected_textures_test_run projected_tests_3[4] = { { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom left", D3DTTFF_PROJECTED, decl3, TRUE, FALSE, {120, 300, 240, 390}, }, { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom right", D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, decl3, TRUE, TRUE, {440, 300, 560, 390}, }, { "0xffffffff (like COUNT4 | PROJECTED) - top left", 0xffffffff, decl3, TRUE, TRUE, {120, 60, 240, 150}, }, { "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - top right", D3DTTFF_PROJECTED, decl3, FALSE, FALSE, {440, 60, 560, 150}, }, }; hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); for(x = 0; x < 4; x++) { memcpy(((BYTE *) lr.pBits) + lr.Pitch * x, proj_texdata + 4 * x, 4 * sizeof(proj_texdata[0])); } hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); projected_textures_test(device, projected_tests_1); projected_textures_test(device, projected_tests_2); projected_textures_test(device, projected_tests_3); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); IDirect3DTexture9_Release(texture); } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Use a smaller volume texture than the biggest possible size for memory and performance reasons * Thus watch out if sampling from texels between 0 and 1. */ hr = IDirect3DDevice9_CreateVolumeTexture(device, 32, 32, 32, 1, 0, fmt, D3DPOOL_MANAGED, &volume, 0); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateVolumeTexture failed with %08x\n", hr); if(!volume) { skip("Failed to create a volume texture\n"); goto out; } hr = IDirect3DVolumeTexture9_LockBox(volume, 0, &lb, NULL, 0); ok(hr == D3D_OK, "IDirect3DVolumeTexture9_LockBox failed with %08x\n", hr); for(z = 0; z < 32; z++) { for(y = 0; y < 32; y++) { for(x = 0; x < 32; x++) { char size = (fmt == D3DFMT_A16B16G16R16 ? 8 : 4); void *mem = ((char *) lb.pBits) + y * lb.RowPitch + z * lb.SlicePitch + x * size; float r_f = (float) x / 31.0; float g_f = (float) y / 31.0; float b_f = (float) z / 31.0; if(fmt == D3DFMT_A16B16G16R16) { unsigned short *mem_s = mem; mem_s[0] = r_f * 65535.0; mem_s[1] = g_f * 65535.0; mem_s[2] = b_f * 65535.0; mem_s[3] = 65535; } else { unsigned char *mem_c = mem; mem_c[0] = b_f * 255.0; mem_c[1] = g_f * 255.0; mem_c[2] = r_f * 255.0; mem_c[3] = 255; } } } } hr = IDirect3DVolumeTexture9_UnlockBox(volume, 0); ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume); ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { float quad1[] = { -1.0, -1.0, 0.1, 1.0, 1.0, 1.0, -1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0, 0.1, 1.0, 1.0, 1.0 }; float quad2[] = { -1.0, 0.0, 0.1, 1.0, 1.0, 1.0, -1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0.0, 1.0, 0.1, 1.0, 1.0, 1.0 }; float quad3[] = { 0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 1.0, 0.1, 0.0, 0.0, 1.0, 0.0, 0.1, 0.0, 0.0, 1.0, 1.0, 0.1, 0.0, 0.0 }; float quad4[] = { 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 1.0, 0.0, 0.1, 1.0, 1.0, 1.0 }; float mat[16] = {1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0}; hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); /* Draw a quad with all 3 coords enabled. Nothing fancy. v and w are swapped, but have the same * values */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* Now disable the w coordinate. Does that change the input, or the output. The coordinates * are swapped by the matrix. If it changes the input, the v coord will be missing(green), * otherwise the w will be missing(blue). * turns out that on nvidia cards the blue color is missing, so it is an output modification. * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 3 */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* D3DTTFF_COUNT1. Set a NULL matrix, and count1, pass in all values as 1.0. Nvidia has count1 == * disable. ATI extends it up to the amount of values needed for the volume texture */ memset(mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color == 0x00ffffff, "quad 1 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ffff00 /* NV*/ || color == 0x00ffffff /* ATI */, "quad 2 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "quad 3 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00ffffff || color == 0x0000ff00, "quad 4 has color %08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { float quad1[] = { -1.0, -1.0, 0.1, 1.0, 1.0, 1.0, -1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0.0, 0.0, 0.1, 1.0, 1.0, 1.0 }; float quad2[] = { -1.0, 0.0, 0.1, -1.0, 1.0, 0.1, 0.0, 0.0, 0.1, 0.0, 1.0, 0.1, }; float quad3[] = { 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.1, 1.0, 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0.1, 1.0 }; float mat[16] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0}; float mat2[16] = {0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0}; hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); /* Default values? 4 coords used, 3 passed. What happens to the 4th? * Use COUNT3 because newer Nvidia drivers return black when there are more (output) coords * than being used by the texture(volume tex -> 3). Again, as shown in earlier test the COUNTx * affects the post-transformation output, so COUNT3 plus the matrix above is OK for testing the * 4th *input* coordinate. */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* None passed */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* 4 used, 1 passed */ hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 4 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "quad 1 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "quad 2 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000, "quad 3 has color %08x, expected 0x00ff0000\n", color); /* Quad4: unused */ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVolumeTexture9_Release(volume); out: hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); IDirect3DVertexDeclaration9_Release(decl); IDirect3DVertexDeclaration9_Release(decl2); IDirect3DVertexDeclaration9_Release(decl3); IDirect3DVertexDeclaration9_Release(decl4); } static void texdepth_test(IDirect3DDevice9 *device) { IDirect3DPixelShader9 *shader; HRESULT hr; const float texdepth_test_data1[] = { 0.25, 2.0, 0.0, 0.0}; const float texdepth_test_data2[] = { 0.25, 0.5, 0.0, 0.0}; const float texdepth_test_data3[] = {-1.00, 0.1, 0.0, 0.0}; const float texdepth_test_data4[] = {-0.25, -0.5, 0.0, 0.0}; const float texdepth_test_data5[] = { 1.00, -0.1, 0.0, 0.0}; const float texdepth_test_data6[] = { 1.00, 0.5, 0.0, 0.0}; const float texdepth_test_data7[] = { 0.50, 0.0, 0.0, 0.0}; DWORD shader_code[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c1, 0, 0, 1, 1 */ 0x00000001, 0x800f0005, 0xa0e40000, /* mov r5, c0 */ 0x0000fffd, /* phase */ 0x00000057, 0x800f0005, /* texdepth r5 */ 0x00000001, 0x800f0000, 0xa0e40001, /* mov r0, c1 */ 0x0000ffff /* end */ }; DWORD color; float vertex[] = { -1.0, -1.0, 0.0, 1.0, -1.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0 }; hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF returned %#x.\n", hr); /* Fill the depth buffer with a gradient */ hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 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); } /* Now perform the actual tests. Same geometry, but with the shader */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF 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, vertex, 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); } color = getPixelColor(device, 158, 240); ok(color == 0x000000ff, "Pixel 158(25%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 162, 240); ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF 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, vertex, 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); } color = getPixelColor(device, 318, 240); ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 322, 240); ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF 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, vertex, 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); } color = getPixelColor(device, 1, 240); ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF 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, vertex, 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); } color = getPixelColor(device, 318, 240); ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 322, 240); ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF 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, vertex, 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); } color = getPixelColor(device, 1, 240); ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF 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, vertex, 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); } color = getPixelColor(device, 638, 240); ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF 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, vertex, 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); } color = getPixelColor(device, 638, 240); ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); /* Cleanup */ hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); IDirect3DPixelShader9_Release(shader); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); } static void texkill_test(IDirect3DDevice9 *device) { IDirect3DPixelShader9 *shader; HRESULT hr; DWORD color; const float vertex[] = { /* bottom top right left */ -1.0, -1.0, 1.0, -0.1, 0.9, 0.9, -0.1, 1.0, -1.0, 0.0, 0.9, -0.1, 0.9, -0.1, -1.0, 1.0, 1.0, -0.1, 0.9, -0.1, 0.9, 1.0, 1.0, 0.0, 0.9, -0.1, -0.1, 0.9, }; DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ 0x00000041, 0xb00f0000, /* texkill t0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000ffff /* end */ }; DWORD shader_code_20[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 0.0, 0.0, 1.0, 1.0 */ 0x01000041, 0xb00f0000, /* texkill t0 */ 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ 0x0000ffff /* end */ }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * 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); } color = getPixelColor(device, 63, 46); ok(color == 0x0000ff00, "Pixel 63/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 66, 46); ok(color == 0x0000ff00, "Pixel 66/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 63, 49); ok(color == 0x0000ff00, "Pixel 63/49 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 66, 49); ok(color == 0x00ff0000, "Pixel 66/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 578, 46); ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 575, 46); ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 578, 49); ok(color == 0x0000ff00, "Pixel 578/49 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 575, 49); ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 63, 430); ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 63, 433); ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 66, 433); ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 66, 430); ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 578, 430); ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 578, 433); ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 575, 433); ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 575, 430); ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); IDirect3DPixelShader9_Release(shader); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader); if(FAILED(hr)) { skip("Failed to create 2.0 test shader, most likely not supported\n"); return; } hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader 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, vertex, 7 * 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); } color = getPixelColor(device, 63, 46); ok(color == 0x00ffff00, "Pixel 63/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 46); ok(color == 0x00ffff00, "Pixel 66/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 63, 49); ok(color == 0x00ffff00, "Pixel 63/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 49); ok(color == 0x000000ff, "Pixel 66/49 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 578, 46); ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 46); ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 578, 49); ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 49); ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 63, 430); ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 63, 433); ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 433); ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 430); ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 578, 430); ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 578, 433); ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 433); ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 430); ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); /* Cleanup */ hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); IDirect3DPixelShader9_Release(shader); } static void x8l8v8u8_test(IDirect3DDevice9 *device) { IDirect3D9 *d3d9; HRESULT hr; IDirect3DTexture9 *texture; IDirect3DPixelShader9 *shader; IDirect3DPixelShader9 *shader2; D3DLOCKED_RECT lr; DWORD color; DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x0000ffff /* end */ }; DWORD shader_code2[] = { 0xffff0101, /* ps_1_1 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000001, 0x800f0000, 0xb0ff0000, /* mov r0, t0.w */ 0x0000ffff /* end */ }; float quad[] = { -1.0, -1.0, 0.1, 0.5, 0.5, 1.0, -1.0, 0.1, 0.5, 0.5, -1.0, 1.0, 0.1, 0.5, 0.5, 1.0, 1.0, 0.1, 0.5, 0.5, }; memset(&lr, 0, sizeof(lr)); IDirect3DDevice9_GetDirect3D(device, &d3d9); hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8); IDirect3D9_Release(d3d9); if(FAILED(hr)) { skip("No D3DFMT_X8L8V8U8 support\n"); return; }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed (%08x)\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed (%08x)\n", hr); *((DWORD *) lr.pBits) = 0x11ca3141; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed (%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code2, &shader2); ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); } color = getPixelColor(device, 578, 430); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x82, 0x62, 0xca), 1), "D3DFMT_X8L8V8U8 = 0x112131ca returns color %08x, expected 0x008262ca\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader2); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); } color = getPixelColor(device, 578, 430); ok(color == 0x00ffffff, "w component of D3DFMT_X8L8V8U8 = 0x11ca3141 returns color %08x\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); IDirect3DPixelShader9_Release(shader); IDirect3DPixelShader9_Release(shader2); IDirect3DTexture9_Release(texture); } static void autogen_mipmap_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3D9 *d3d; IDirect3DTexture9 *texture = NULL; IDirect3DSurface9 *surface; DWORD color; const RECT r1 = {256, 256, 512, 512}; const RECT r2 = {512, 256, 768, 512}; const RECT r3 = {256, 512, 512, 768}; const RECT r4 = {512, 512, 768, 768}; unsigned int x, y; D3DLOCKED_RECT lr; memset(&lr, 0, sizeof(lr)); IDirect3DDevice9_GetDirect3D(device, &d3d); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK) { skip("No autogenmipmap support\n"); IDirect3D9_Release(d3d); return; } IDirect3D9_Release(d3d); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Make the mipmap big, so that a smaller mipmap is used */ hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 0, D3DUSAGE_AUTOGENMIPMAP, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %08x\n", hr); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr); for(y = 0; y < 1024; y++) { for(x = 0; x < 1024; x++) { DWORD *dst = (DWORD *) (((BYTE *) lr.pBits) + y * lr.Pitch + x * 4); POINT pt; pt.x = x; pt.y = y; if(PtInRect(&r1, pt)) { *dst = 0xffff0000; } else if(PtInRect(&r2, pt)) { *dst = 0xff00ff00; } else if(PtInRect(&r3, pt)) { *dst = 0xff0000ff; } else if(PtInRect(&r4, pt)) { *dst = 0xff000000; } else { *dst = 0xffffffff; } } } hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned %08x\n", hr); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { const float quad[] = { -0.5, -0.5, 0.1, 0.0, 0.0, -0.5, 0.5, 0.1, 0.0, 1.0, 0.5, -0.5, 0.1, 1.0, 0.0, 0.5, 0.5, 0.1, 1.0, 1.0 }; hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * 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_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); IDirect3DTexture9_Release(texture); color = getPixelColor(device, 200, 200); ok(color == 0x00ffffff, "pixel 200/200 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 280, 200); ok(color == 0x000000ff, "pixel 280/200 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 360, 200); ok(color == 0x00000000, "pixel 360/200 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 440, 200); ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 200, 270); ok(color == 0x00ffffff, "pixel 200/270 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 280, 270); ok(color == 0x00ff0000, "pixel 280/270 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 360, 270); ok(color == 0x0000ff00, "pixel 360/270 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 440, 270); ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); } static void test_constant_clamp_vs(IDirect3DDevice9 *device) { IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2; IDirect3DVertexDeclaration9 *decl; HRESULT hr; DWORD color; DWORD shader_code_11[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* end */ }; DWORD shader_code_11_2[] = { 0xfffe0101, /* vs_1_1 */ 0x00000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, /* dcl ... */ 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* dcl ... */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* end */ }; DWORD shader_code_20[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* end */ }; DWORD shader_code_20_2[] = { 0xfffe0200, /* vs_2_0 */ 0x05000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, 0x05000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* end */ }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; float quad1[] = { -1.0, -1.0, 0.1, 0.0, -1.0, 0.1, -1.0, 0.0, 0.1, 0.0, 0.0, 0.1 }; float quad2[] = { 0.0, -1.0, 0.1, 1.0, -1.0, 0.1, 0.0, 0.0, 0.1, 1.0, 0.0, 0.1 }; float quad3[] = { 0.0, 0.0, 0.1, 1.0, 0.0, 0.1, 0.0, 1.0, 0.1, 1.0, 1.0, 0.1 }; float quad4[] = { -1.0, 0.0, 0.1, 0.0, 0.0, 0.1, -1.0, 1.0, 0.1, 0.0, 1.0, 0.1 }; float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0}; float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20, &shader_20); if(FAILED(hr)) shader_20 = NULL; hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20_2, &shader_20_2); if(FAILED(hr)) shader_20_2 = NULL; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexShader(device, shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); if(shader_20) { hr = IDirect3DDevice9_SetVertexShader(device, shader_20); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); } if(shader_20_2) { hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 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_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 1 has color %08x, expected 0x00bfbf80\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 2 has color %08x, expected 0x00bfbf80\n", color); if(shader_20) { color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 3 has color %08x, expected 0x00bfbf80\n", color); } if(shader_20_2) { color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 4 has color %08x, expected 0x00bfbf80\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVertexDeclaration9_Release(decl); if(shader_20_2) IDirect3DVertexShader9_Release(shader_20_2); if(shader_20) IDirect3DVertexShader9_Release(shader_20); IDirect3DVertexShader9_Release(shader_11_2); IDirect3DVertexShader9_Release(shader_11); } static void constant_clamp_ps_test(IDirect3DDevice9 *device) { IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20; HRESULT hr; DWORD color; DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x0000ffff /* end */ }; DWORD shader_code_12[] = { 0xffff0102, /* ps_1_2 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x0000ffff /* end */ }; /* Skip 1.3 shaders because we have only 4 quads(ok, could make them smaller if needed). * 1.2 and 1.4 shaders behave the same, so it's unlikely that 1.3 shaders are different. * During development of this test, 1.3 shaders were verified too */ DWORD shader_code_14[] = { 0xffff0104, /* ps_1_4 */ /* Try to make one constant local. It gets clamped too, although the binary contains * the bigger numbers */ 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* def c2, -0.5, 1.25, 2, 1 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x0000ffff /* end */ }; DWORD shader_code_20[] = { 0xffff0200, /* ps_2_0 */ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; float quad1[] = { -1.0, -1.0, 0.1, 0.0, -1.0, 0.1, -1.0, 0.0, 0.1, 0.0, 0.0, 0.1 }; float quad2[] = { 0.0, -1.0, 0.1, 1.0, -1.0, 0.1, 0.0, 0.0, 0.1, 1.0, 0.0, 0.1 }; float quad3[] = { 0.0, 0.0, 0.1, 1.0, 0.0, 0.1, 0.0, 1.0, 0.1, 1.0, 1.0, 0.1 }; float quad4[] = { -1.0, 0.0, 0.1, 0.0, 0.0, 0.1, -1.0, 1.0, 0.1, 0.0, 1.0, 0.1 }; float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0}; float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader_20); if(FAILED(hr)) shader_20 = NULL; hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %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_SetPixelShader(device, shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_12); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_14); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); if(shader_20) { hr = IDirect3DDevice9_SetPixelShader(device, shader_20); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 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_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), "quad 1 has color %08x, expected 0x00808000\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), "quad 2 has color %08x, expected 0x00808000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), "quad 3 has color %08x, expected 0x00808000\n", color); if(shader_20) { color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 4 has color %08x, expected 0x00bfbf80\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); if(shader_20) IDirect3DPixelShader9_Release(shader_20); IDirect3DPixelShader9_Release(shader_14); IDirect3DPixelShader9_Release(shader_12); IDirect3DPixelShader9_Release(shader_11); } static void dp2add_ps_test(IDirect3DDevice9 *device) { IDirect3DPixelShader9 *shader_dp2add = NULL; IDirect3DPixelShader9 *shader_dp2add_sat = NULL; HRESULT hr; DWORD color; /* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2. * One D3D restriction of all shader instructions except SINCOS is that no more than 2 * source tokens can be constants. So, for this exercise, we move contents of c0 to * r0 first. * The result here for the r,g,b components should be roughly 0.5: * (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */ static const DWORD shader_code_dp2add[] = { 0xffff0200, /* ps_2_0 */ 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add r0.rgb, r0, r0, r0.a */ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; /* Test the _sat modifier, too. Result here should be: * DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5 * _SAT: ==> 1.0 * ADD: (1.0 + -0.5) = 0.5 */ static const DWORD shader_code_dp2add_sat[] = { 0xffff0200, /* ps_2_0 */ 0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add_sat r0.rgb, r0, r0, r0.a */ 0x03000002, 0x80070000, 0x80e40000, 0xa0000000, /* add r0.rgb, r0, c0.r */ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; const float quad[] = { -1.0, -1.0, 0.1, 1.0, -1.0, 0.1, -1.0, 1.0, 0.1, 1.0, 1.0, 0.1 }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); if (shader_dp2add) { hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader 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); } color = getPixelColor(device, 360, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader_dp2add); } else { skip("dp2add shader creation failed\n"); } if (shader_dp2add_sat) { hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader 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); } color = getPixelColor(device, 360, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader_dp2add_sat); } else { skip("dp2add shader creation failed\n"); } hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); } static void cnd_test(IDirect3DDevice9 *device) { IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14; IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue; HRESULT hr; DWORD color; /* ps 1.x shaders are rather picky with writemasks and source swizzles. The dp3 is * used to copy r0.r to all components of r1, then copy r1.a to c0.a. Essentially it * does a mov r0.a, r0.r, which isn't allowed as-is in 1.x pixel shaders. */ DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, ???(t0) */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; DWORD shader_code_12[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; DWORD shader_code_13[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3, r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; DWORD shader_code_14[] = { 0xffff0104, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0, c1, c2 */ 0x0000ffff /* end */ }; /* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source, * as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't * set by the compiler, it was added manually after compilation. Note that the COISSUE * flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't * have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops * well enough. * * The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky. * The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since * constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r, * then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above). */ DWORD shader_code_11_coissue[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3, r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ /* 0x40000000 = D3DSI_COISSUE */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */ 0x0000ffff /* end */ }; DWORD shader_code_12_coissue[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3, r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ /* 0x40000000 = D3DSI_COISSUE */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */ 0x0000ffff /* end */ }; DWORD shader_code_13_coissue[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3, r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ /* 0x40000000 = D3DSI_COISSUE */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */ 0x0000ffff /* end */ }; /* ps_1_4 does not have a different cnd behavior, just pass the [0;1] texcrd result to cnd, it will * compare against 0.5 */ DWORD shader_code_14_coissue[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ /* 0x40000000 = D3DSI_COISSUE */ 0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0, c1, c2 */ 0x0000ffff /* end */ }; float quad1[] = { -1.0, -1.0, 0.1, 0.0, 0.0, 1.0, 0.0, -1.0, 0.1, 1.0, 0.0, 1.0, -1.0, 0.0, 0.1, 0.0, 1.0, 0.0, 0.0, 0.0, 0.1, 1.0, 1.0, 0.0 }; float quad2[] = { 0.0, -1.0, 0.1, 0.0, 0.0, 1.0, 1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, 0.1, 0.0, 1.0, 0.0, 1.0, 0.0, 0.1, 1.0, 1.0, 0.0 }; float quad3[] = { 0.0, 0.0, 0.1, 0.0, 0.0, 1.0, 1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 1.0, 0.1, 0.0, 1.0, 0.0, 1.0, 1.0, 0.1, 1.0, 1.0, 0.0 }; float quad4[] = { -1.0, 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, -1.0, 1.0, 0.1, 0.0, 1.0, 0.0, 0.0, 1.0, 0.1, 1.0, 1.0, 0.0 }; float test_data_c1[4] = { 0.0, 0.0, 0.0, 0.0}; float test_data_c2[4] = { 1.0, 1.0, 1.0, 1.0}; float test_data_c1_coi[4] = { 0.0, 1.0, 0.0, 0.0}; float test_data_c2_coi[4] = { 1.0, 0.0, 1.0, 1.0}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); 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_SetPixelShader(device, shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_12); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_13); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_14); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * 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_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ color = getPixelColor(device, 158, 118); ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color); /* 1.1 shader. All 3 components get set, based on the .w comparison */ color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 358); ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), "pixel 162, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 158, 362); ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 362); ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), "pixel 162, 362 has color %08x, expected 0x00000000\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 358); ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), "pixel 482, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 362); ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), "pixel 482, 362 has color %08x, expected 0x00000000\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 118); ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), "pixel 482, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 478, 122); ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 122); ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01), "pixel 482, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * 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_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind * that we swapped the values in c1 and c2 to make the other tests return some color */ color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color); /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected * (The Win7 nvidia driver always selects c2) */ color = getPixelColor(device, 158, 358); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 358); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 158, 362); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 362); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 358); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 362); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 362); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 118); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 122); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 122); ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1), "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader_14_coissue); IDirect3DPixelShader9_Release(shader_13_coissue); IDirect3DPixelShader9_Release(shader_12_coissue); IDirect3DPixelShader9_Release(shader_11_coissue); IDirect3DPixelShader9_Release(shader_14); IDirect3DPixelShader9_Release(shader_13); IDirect3DPixelShader9_Release(shader_12); IDirect3DPixelShader9_Release(shader_11); } static void nested_loop_test(IDirect3DDevice9 *device) { const DWORD shader_code[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/ 0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ 0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001, /* add r0, r0, c1 */ 0x0000001d, /* endloop */ 0x0000001d, /* endloop */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; IDirect3DPixelShader9 *shader; IDirect3DVertexShader9 *vshader; HRESULT hr; DWORD color; const float quad[] = { -1.0, -1.0, 0.1, 1.0, -1.0, 0.1, -1.0, 1.0, 0.1, 1.0, 1.0, 0.1 }; hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x0000ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear 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); } color = getPixelColor(device, 360, 240); ok(color == 0x007f0000 || color == 0x00800000 || color == 0x00810000, "Nested loop test returned color 0x%08x, expected 0x00800000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader); IDirect3DVertexShader9_Release(vshader); } struct varying_test_struct { const DWORD *shader_code; IDirect3DPixelShader9 *shader; DWORD color, color_rhw; const char *name; BOOL todo, todo_rhw; }; struct hugeVertex { float pos_x, pos_y, pos_z, rhw; float weight_1, weight_2, weight_3, weight_4; float index_1, index_2, index_3, index_4; float normal_1, normal_2, normal_3, normal_4; float fog_1, fog_2, fog_3, fog_4; float texcoord_1, texcoord_2, texcoord_3, texcoord_4; float tangent_1, tangent_2, tangent_3, tangent_4; float binormal_1, binormal_2, binormal_3, binormal_4; float depth_1, depth_2, depth_3, depth_4; DWORD diffuse, specular; }; static void pretransformed_varying_test(IDirect3DDevice9 *device) { /* dcl_position: fails to compile */ const DWORD blendweight_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000001, 0x900f0000, /* dcl_blendweight, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; const DWORD blendindices_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000002, 0x900f0000, /* dcl_blendindices, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; const DWORD normal_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000003, 0x900f0000, /* dcl_normal, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; /* psize: fails? */ const DWORD texcoord0_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; const DWORD tangent_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000006, 0x900f0000, /* dcl_tangent, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; const DWORD binormal_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000007, 0x900f0000, /* dcl_binormal, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; /* tessfactor: fails */ /* positiont: fails */ const DWORD color_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; const DWORD fog_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000b, 0x900f0000, /* dcl_fog, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; const DWORD depth_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000c, 0x900f0000, /* dcl_depth, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; const DWORD specular_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8001000a, 0x900f0000, /* dcl_color1, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; /* sample: fails */ struct varying_test_struct tests[] = { {blendweight_code, NULL, 0x00000000, 0x00191919, "blendweight" , FALSE, TRUE }, {blendindices_code, NULL, 0x00000000, 0x00000000, "blendindices" , FALSE, FALSE }, {normal_code, NULL, 0x00000000, 0x004c4c4c, "normal" , FALSE, TRUE }, /* Why does dx not forward the texcoord? */ {texcoord0_code, NULL, 0x00000000, 0x00808c8c, "texcoord0" , FALSE, FALSE }, {tangent_code, NULL, 0x00000000, 0x00999999, "tangent" , FALSE, TRUE }, {binormal_code, NULL, 0x00000000, 0x00b2b2b2, "binormal" , FALSE, TRUE }, {color_code, NULL, 0x00e6e6e6, 0x00e6e6e6, "color" , FALSE, FALSE }, {fog_code, NULL, 0x00000000, 0x00666666, "fog" , FALSE, TRUE }, {depth_code, NULL, 0x00000000, 0x00cccccc, "depth" , FALSE, TRUE }, {specular_code, NULL, 0x004488ff, 0x004488ff, "specular" , FALSE, FALSE } }; /* Declare a monster vertex type :-) */ static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, {0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0}, {0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0}, {0, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, {0, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG, 0}, {0, 80, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 96, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0}, {0, 112, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0}, {0, 128, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH, 0}, {0, 144, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, 148, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1}, D3DDECL_END() }; struct hugeVertex data[4] = { { -1.0, -1.0, 0.1, 1.0, 0.1, 0.1, 0.1, 0.1, 0.2, 0.2, 0.2, 0.2, 0.3, 0.3, 0.3, 0.3, 0.4, 0.4, 0.4, 0.4, 0.50, 0.55, 0.55, 0.55, 0.6, 0.6, 0.6, 0.7, 0.7, 0.7, 0.7, 0.6, 0.8, 0.8, 0.8, 0.8, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff /* Nothing special */ }, { 1.0, -1.0, 0.1, 1.0, 0.1, 0.1, 0.1, 0.1, 0.2, 0.2, 0.2, 0.2, 0.3, 0.3, 0.3, 0.3, 0.4, 0.4, 0.4, 0.4, 0.50, 0.55, 0.55, 0.55, 0.6, 0.6, 0.6, 0.7, 0.7, 0.7, 0.7, 0.6, 0.8, 0.8, 0.8, 0.8, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff /* Nothing special */ }, { -1.0, 1.0, 0.1, 1.0, 0.1, 0.1, 0.1, 0.1, 0.2, 0.2, 0.2, 0.2, 0.3, 0.3, 0.3, 0.3, 0.4, 0.4, 0.4, 0.4, 0.50, 0.55, 0.55, 0.55, 0.6, 0.6, 0.6, 0.7, 0.7, 0.7, 0.7, 0.6, 0.8, 0.8, 0.8, 0.8, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff /* Nothing special */ }, { 1.0, 1.0, 0.1, 1.0, 0.1, 0.1, 0.1, 0.1, 0.2, 0.2, 0.2, 0.2, 0.3, 0.3, 0.3, 0.3, 0.4, 0.4, 0.4, 0.4, 0.50, 0.55, 0.55, 0.55, 0.6, 0.6, 0.6, 0.7, 0.7, 0.7, 0.7, 0.6, 0.8, 0.8, 0.8, 0.8, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff /* Nothing special */ }, }; struct hugeVertex data2[4]; IDirect3DVertexDeclaration9 *decl; HRESULT hr; unsigned int i; DWORD color, r, g, b, r_e, g_e, b_e; memcpy(data2, data, sizeof(data2)); data2[0].pos_x = 0; data2[0].pos_y = 0; data2[1].pos_x = 640; data2[1].pos_y = 0; data2[2].pos_x = 0; data2[2].pos_y = 480; data2[3].pos_x = 640; data2[3].pos_y = 480; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++) { hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &tests[i].shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed for shader %s, hr = %08x\n", tests[i].name, hr); } hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, tests[i].shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader 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, data2, sizeof(data2[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); } color = getPixelColor(device, 360, 240); r = color & 0x00ff0000 >> 16; g = color & 0x0000ff00 >> 8; b = color & 0x000000ff; r_e = tests[i].color_rhw & 0x00ff0000 >> 16; g_e = tests[i].color_rhw & 0x0000ff00 >> 8; b_e = tests[i].color_rhw & 0x000000ff; hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); if(tests[i].todo_rhw) { /* This isn't a weekend's job to fix, ignore the problem for now. Needs a replacement * pipeline */ todo_wine ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1, "Test %s returned color 0x%08x, expected 0x%08x(todo)\n", tests[i].name, color, tests[i].color_rhw); } else { ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1, "Test %s returned color 0x%08x, expected 0x%08x\n", tests[i].name, color, tests[i].color_rhw); } } for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++) { IDirect3DPixelShader9_Release(tests[i].shader); } IDirect3DVertexDeclaration9_Release(decl); } static void test_compare_instructions(IDirect3DDevice9 *device) { DWORD shader_sge_vec_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000d, 0xd00f0000, 0x80e40000, 0xa0e40001, /* sge oD0, r0, c1 */ 0x0000ffff /* end */ }; DWORD shader_slt_vec_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000c, 0xd00f0000, 0x80e40000, 0xa0e40001, /* slt oD0, r0, c1 */ 0x0000ffff /* end */ }; DWORD shader_sge_scalar_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000d, 0xd0010000, 0x80000000, 0xa0550001, /* slt oD0.r, r0.r, c1.b */ 0x0000000d, 0xd0020000, 0x80550000, 0xa0aa0001, /* slt oD0.g, r0.g, c1.r */ 0x0000000d, 0xd0040000, 0x80aa0000, 0xa0000001, /* slt oD0.b, r0.b, c1.g */ 0x0000ffff /* end */ }; DWORD shader_slt_scalar_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000c, 0xd0010000, 0x80000000, 0xa0aa0001, /* slt oD0.r, r0.r, c1.b */ 0x0000000c, 0xd0020000, 0x80550000, 0xa0000001, /* slt oD0.g, r0.g, c1.r */ 0x0000000c, 0xd0040000, 0x80aa0000, 0xa0550001, /* slt oD0.b, r0.b, c1.g */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *shader_sge_vec; IDirect3DVertexShader9 *shader_slt_vec; IDirect3DVertexShader9 *shader_sge_scalar; IDirect3DVertexShader9 *shader_slt_scalar; HRESULT hr, color; float quad1[] = { -1.0, -1.0, 0.1, 0.0, -1.0, 0.1, -1.0, 0.0, 0.1, 0.0, 0.0, 0.1 }; float quad2[] = { 0.0, -1.0, 0.1, 1.0, -1.0, 0.1, 0.0, 0.0, 0.1, 1.0, 0.0, 0.1 }; float quad3[] = { -1.0, 0.0, 0.1, 0.0, 0.0, 0.1, -1.0, 1.0, 0.1, 0.0, 1.0, 0.1 }; float quad4[] = { 0.0, 0.0, 0.1, 1.0, 0.0, 0.1, 0.0, 1.0, 0.1, 1.0, 1.0, 0.1 }; const float const0[4] = {0.8, 0.2, 0.2, 0.2}; const float const1[4] = {0.2, 0.8, 0.2, 0.2}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_vec_code, &shader_slt_vec); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_scalar_code, &shader_sge_scalar); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_scalar_code, &shader_slt_scalar); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, const1, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 3); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3); 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_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00FF00FF, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00FF00FF\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000FF00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000FF00\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00FFFFFF, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00FFFFFF\n", color); color = getPixelColor(device, 480, 160); ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVertexShader9_Release(shader_sge_vec); IDirect3DVertexShader9_Release(shader_slt_vec); IDirect3DVertexShader9_Release(shader_sge_scalar); IDirect3DVertexShader9_Release(shader_slt_scalar); } static void test_vshader_input(IDirect3DDevice9 *device) { static const DWORD swapped_shader_code_3[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ 0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ 0x0000ffff /* end */ }; static const DWORD swapped_shader_code_1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x0000001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ 0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ 0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ 0x0000ffff /* end */ }; static const DWORD swapped_shader_code_2[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ 0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ 0x0000ffff /* end */ }; static const DWORD texcoord_color_shader_code_3[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ 0x0000ffff /* end */ }; static const DWORD texcoord_color_shader_code_2[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff /* end */ }; static const DWORD texcoord_color_shader_code_1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff /* end */ }; static const DWORD color_color_shader_code_3[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001, /* mul o1, c0, v1 */ 0x0000ffff /* end */ }; static const DWORD color_color_shader_code_2[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ 0x0000ffff /* end */ }; static const DWORD color_color_shader_code_1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ 0x0000ffff /* end */ }; static const DWORD ps3_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader; IDirect3DPixelShader9 *ps; HRESULT hr; DWORD color; float quad1[] = { -1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, 0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, -1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, }; float quad2[] = { 0.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, }; float quad3[] = { -1.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, }; float quad4[] = { 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, 1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, 0.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, 1.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0, }; static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_color_color[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_color_float[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder; IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float; unsigned int i; float normalize[4] = {1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0}; float no_normalize[4] = {1.0, 1.0, 1.0, 1.0}; struct vertex quad1_color[] = { {-1.0, -1.0, 0.1, 0x00ff8040}, { 0.0, -1.0, 0.1, 0x00ff8040}, {-1.0, 0.0, 0.1, 0x00ff8040}, { 0.0, 0.0, 0.1, 0x00ff8040} }; struct vertex quad2_color[] = { { 0.0, -1.0, 0.1, 0x00ff8040}, { 1.0, -1.0, 0.1, 0x00ff8040}, { 0.0, 0.0, 0.1, 0x00ff8040}, { 1.0, 0.0, 0.1, 0x00ff8040} }; struct vertex quad3_color[] = { {-1.0, 0.0, 0.1, 0x00ff8040}, { 0.0, 0.0, 0.1, 0x00ff8040}, {-1.0, 1.0, 0.1, 0x00ff8040}, { 0.0, 1.0, 0.1, 0x00ff8040} }; float quad4_color[] = { 0.0, 0.0, 0.1, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.1, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.1, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.1, 1.0, 1.0, 0.0, 1.0, }; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_wrongidx, &decl_twotex_wrongidx); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_rightorder, &decl_twotexcrd_rightorder); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_texcoord_color, &decl_texcoord_color); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_color, &decl_color_color); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_ubyte, &decl_color_ubyte); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); for(i = 1; i <= 3; i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); if(i == 3) { hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); } else if(i == 2){ hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } else if(i == 1) { hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_1, &swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11); if(i == 3 || i == 2) { ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i); } else if(i == 1) { /* Succeeds or fails, depending on SW or HW vertex processing */ ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr); } hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11); if(i == 3 || i == 2) { ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i); } else if(i == 1) { ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = 1\n", hr); } hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); } if(i == 3 || i == 2) { color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color); /* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */ color = getPixelColor(device, 480, 360); ok(color == 0x00FFFF00 || color ==0x00FF0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color); color = getPixelColor(device, 160, 120); /* Same as above, accept both the last used value and 0.0 for the undefined streams */ ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color); color = getPixelColor(device, 480, 160); ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); } else if(i == 1) { color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color); color = getPixelColor(device, 480, 360); /* Accept the clear color as well in this case, since SW VP returns an error */ ok(color == 0x00FFFF00 || color == 0x00FF0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color); color = getPixelColor(device, 480, 160); ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Now find out if the whole streams are re-read, or just the last active value for the * vertices is used. */ hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { float quad1_modified[] = { -1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, -1.0, -1.0, 0.0, }; float quad2_modified[] = { 0.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, }; hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11); if(i == 3 || i == 2) { ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i); } else if(i == 1) { /* Succeeds or fails, depending on SW or HW vertex processing */ ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr); } hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); } color = getPixelColor(device, 480, 350); /* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that * as well. * * NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors, * i.e., the whole old stream is read, and not just the last used attribute. Some games require that this * does *not* happen, otherwise they can crash because of a read from a bad pointer, so do not accept the * refrast's result. * * A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2). */ ok(color == 0x000000FF || color == 0x00808080 || color == 0x00000000, "Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF, 0x00808080 or 0x00000000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DDevice9_SetPixelShader(device, NULL); IDirect3DDevice9_SetVertexDeclaration(device, NULL); IDirect3DVertexShader9_Release(swapped_shader); } for(i = 1; i <= 3; i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); if(i == 3) { hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); } else if(i == 2){ hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_2, &color_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } else if(i == 1) { hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_1, &texcoord_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_1, &color_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); } IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DDevice9_SetVertexDeclaration(device, NULL); IDirect3DDevice9_SetPixelShader(device, NULL); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1), "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color); color = getPixelColor(device, 480, 160); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1), "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00FFFF00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVertexShader9_Release(texcoord_color_shader); IDirect3DVertexShader9_Release(color_color_shader); } IDirect3DVertexDeclaration9_Release(decl_twotexcrd); IDirect3DVertexDeclaration9_Release(decl_onetexcrd); IDirect3DVertexDeclaration9_Release(decl_twotex_wrongidx); IDirect3DVertexDeclaration9_Release(decl_twotexcrd_rightorder); IDirect3DVertexDeclaration9_Release(decl_texcoord_color); IDirect3DVertexDeclaration9_Release(decl_color_color); IDirect3DVertexDeclaration9_Release(decl_color_ubyte); IDirect3DVertexDeclaration9_Release(decl_color_float); IDirect3DPixelShader9_Release(ps); } static void srgbtexture_test(IDirect3DDevice9 *device) { /* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE * texture stage state to render a quad using that texture. The resulting * color components should be 0x36 (~ 0.21), per this formula: * linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4 * This is true where srgb_color > 0.04045. */ IDirect3D9 *d3d = NULL; HRESULT hr; LPDIRECT3DTEXTURE9 texture = NULL; LPDIRECT3DSURFACE9 surface = NULL; D3DLOCKED_RECT lr; DWORD color; float quad[] = { -1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0, }; memset(&lr, 0, sizeof(lr)); IDirect3DDevice9_GetDirect3D(device, &d3d); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) { skip("D3DFMT_A8R8G8B8 textures with SRGBREAD not supported\n"); goto out; } hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); if(!texture) { skip("Failed to create A8R8G8B8 texture with SRGBREAD\n"); goto out; } hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); fill_surface(surface, 0xff7f7f7f); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); color = getPixelColor(device, 320, 240); ok(color == 0x00363636 || color == 0x00373737, "srgb quad has color %08x, expected 0x00363636\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); out: if(texture) IDirect3DTexture9_Release(texture); IDirect3D9_Release(d3d); } static void shademode_test(IDirect3DDevice9 *device) { /* Render a quad and try all of the different fixed function shading models. */ HRESULT hr; DWORD color0, color1; DWORD color0_gouraud = 0, color1_gouraud = 0; DWORD shademode = D3DSHADE_FLAT; DWORD primtype = D3DPT_TRIANGLESTRIP; LPVOID data = NULL; LPDIRECT3DVERTEXBUFFER9 vb_strip = NULL; LPDIRECT3DVERTEXBUFFER9 vb_list = NULL; UINT i, j; struct vertex quad_strip[] = { {-1.0f, -1.0f, 0.0f, 0xffff0000 }, {-1.0f, 1.0f, 0.0f, 0xff00ff00 }, { 1.0f, -1.0f, 0.0f, 0xff0000ff }, { 1.0f, 1.0f, 0.0f, 0xffffffff } }; struct vertex quad_list[] = { {-1.0f, -1.0f, 0.0f, 0xffff0000 }, {-1.0f, 1.0f, 0.0f, 0xff00ff00 }, { 1.0f, -1.0f, 0.0f, 0xff0000ff }, {-1.0f, 1.0f, 0.0f, 0xff00ff00 }, { 1.0f, -1.0f, 0.0f, 0xff0000ff }, { 1.0f, 1.0f, 0.0f, 0xffffffff } }; hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if (FAILED(hr)) goto bail; hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if (FAILED(hr)) goto bail; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad_strip, sizeof(quad_strip)); hr = IDirect3DVertexBuffer9_Unlock(vb_strip); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb_list, 0, sizeof(quad_list), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad_list, sizeof(quad_list)); hr = IDirect3DVertexBuffer9_Unlock(vb_list); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); /* Try it first with a TRIANGLESTRIP. Do it with different geometry because * the color fixups we have to do for FLAT shading will be dependent on that. */ hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); /* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */ for (j=0; j<2; j++) { /* Inner loop just changes the D3DRS_SHADEMODE */ for (i=0; i<3; i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed with %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } /* Sample two spots from the output */ color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ switch(shademode) { case D3DSHADE_FLAT: /* Should take the color of the first vertex of each triangle */ if (0) { /* This test depends on EXT_provoking_vertex being * available. This extension is currently (20090810) * not common enough to let the test fail if it isn't * present. */ ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0); ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1); } shademode = D3DSHADE_GOURAUD; break; case D3DSHADE_GOURAUD: /* Should be an interpolated blend */ ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2), "GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0); ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2), "GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1); color0_gouraud = color0; color1_gouraud = color1; shademode = D3DSHADE_PHONG; break; case D3DSHADE_PHONG: /* Should be the same as GOURAUD, since no hardware implements this */ ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2), "PHONG shading has color0 %08x, expected 0x000dca28\n", color0); ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2), "PHONG shading has color1 %08x, expected 0x000d45c7\n", color1); ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n", color0_gouraud, color0); ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n", color1_gouraud, color1); break; } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); /* Now, do it all over again with a TRIANGLELIST */ hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); primtype = D3DPT_TRIANGLELIST; shademode = D3DSHADE_FLAT; } bail: hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); if (vb_strip) IDirect3DVertexBuffer9_Release(vb_strip); if (vb_list) IDirect3DVertexBuffer9_Release(vb_list); } static void alpha_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DTexture9 *offscreenTexture; IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; DWORD color; struct vertex quad1[] = { {-1.0f, -1.0f, 0.1f, 0x4000ff00}, {-1.0f, 0.0f, 0.1f, 0x4000ff00}, { 1.0f, -1.0f, 0.1f, 0x4000ff00}, { 1.0f, 0.0f, 0.1f, 0x4000ff00}, }; struct vertex quad2[] = { {-1.0f, 0.0f, 0.1f, 0xc00000ff}, {-1.0f, 1.0f, 0.1f, 0xc00000ff}, { 1.0f, 0.0f, 0.1f, 0xc00000ff}, { 1.0f, 1.0f, 0.1f, 0xc00000ff}, }; static const float composite_quad[][5] = { { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, }; /* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(!backbuffer) { goto out; } hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); if(!offscreen) { goto out; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { /* Draw two quads, one with src alpha blending, one with dest alpha blending. */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); /* Switch to the offscreen buffer, and redo the testing. The offscreen render target * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render * targets without alpha channel, they give essentially ZERO and ONE blend factors. */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); /* Render the offscreen texture onto the frame buffer to be able to compare it regularly. * Disable alpha blending for the final composition */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); out: /* restore things */ if(backbuffer) { IDirect3DSurface9_Release(backbuffer); } if(offscreenTexture) { IDirect3DTexture9_Release(offscreenTexture); } if(offscreen) { IDirect3DSurface9_Release(offscreen); } } struct vertex_shortcolor { float x, y, z; unsigned short r, g, b, a; }; struct vertex_floatcolor { float x, y, z; float r, g, b, a; }; static void fixed_function_decl_test(IDirect3DDevice9 *device) { HRESULT hr; BOOL s_ok, ub_ok, f_ok; DWORD color, size, i; void *data; static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_d3dcolor_2streams[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_ubyte4n[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_ubyte4n_2streams[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_short4[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_USHORT4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_float[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_positiont[] = { {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, {0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL; IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_positiont; IDirect3DVertexBuffer9 *vb, *vb2; struct vertex quad1[] = /* D3DCOLOR */ { {-1.0f, -1.0f, 0.1f, 0x00ffff00}, {-1.0f, 0.0f, 0.1f, 0x00ffff00}, { 0.0f, -1.0f, 0.1f, 0x00ffff00}, { 0.0f, 0.0f, 0.1f, 0x00ffff00}, }; struct vertex quad2[] = /* UBYTE4N */ { {-1.0f, 0.0f, 0.1f, 0x00ffff00}, {-1.0f, 1.0f, 0.1f, 0x00ffff00}, { 0.0f, 0.0f, 0.1f, 0x00ffff00}, { 0.0f, 1.0f, 0.1f, 0x00ffff00}, }; struct vertex_shortcolor quad3[] = /* short */ { { 0.0f, -1.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, { 0.0f, 0.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, { 1.0f, -1.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, { 1.0f, 0.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff}, }; struct vertex_floatcolor quad4[] = { { 0.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, { 0.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, { 1.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, { 1.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0}, }; DWORD colors[] = { 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, }; float quads[] = { -1.0, -1.0, 0.1, -1.0, 0.0, 0.1, 0.0, -1.0, 0.1, 0.0, 0.0, 0.1, 0.0, -1.0, 0.1, 0.0, 0.0, 0.1, 1.0, -1.0, 0.1, 1.0, 0.0, 0.1, 0.0, 0.0, 0.1, 0.0, 1.0, 0.1, 1.0, 0.0, 0.1, 1.0, 1.0, 0.1, -1.0, 0.0, 0.1, -1.0, 1.0, 0.1, 0.0, 0.0, 0.1, 0.0, 1.0, 0.1 }; struct tvertex quad_transformed[] = { { 90, 110, 0.1, 2.0, 0x00ffff00}, { 570, 110, 0.1, 2.0, 0x00ffff00}, { 90, 300, 0.1, 2.0, 0x00ffff00}, { 570, 300, 0.1, 2.0, 0x00ffff00} }; D3DCAPS9 caps; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_short4, &dcl_short); ok(SUCCEEDED(hr) || hr == E_FAIL, "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_float, &dcl_float); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); if(caps.DeclTypes & D3DDTCAPS_UBYTE4N) { hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n_2streams, &dcl_ubyte_2); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n, &dcl_ubyte); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); } else { trace("D3DDTCAPS_UBYTE4N not supported\n"); dcl_ubyte_2 = NULL; dcl_ubyte = NULL; } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor_2streams, &dcl_color_2); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_positiont, &dcl_positiont); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); size = max(sizeof(quad1), max(sizeof(quad2), max(sizeof(quad3), max(sizeof(quad4), sizeof(quads))))); hr = IDirect3DDevice9_CreateVertexBuffer(device, size, 0, 0, D3DPOOL_MANAGED, &vb, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; if(SUCCEEDED(hr)) { if(dcl_color) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); } /* Tests with non-standard fixed function types fail on the refrast. The ATI driver partially * accepts them, the nvidia driver accepts them all. All those differences even though we're * using software vertex processing. Doh! */ if(dcl_ubyte) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr); ub_ok = SUCCEEDED(hr); } if(dcl_short) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr); s_ok = SUCCEEDED(hr); } if(dcl_float) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr); f_ok = SUCCEEDED(hr); } hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\n", hr); } if(dcl_short) { color = getPixelColor(device, 480, 360); ok(color == 0x000000ff || !s_ok, "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); } if(dcl_ubyte) { color = getPixelColor(device, 160, 120); ok(color == 0x0000ffff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); } if(dcl_color) { color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); } if(dcl_float) { color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000 || !f_ok, "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* The following test with vertex buffers doesn't serve to find out new information from windows. * It is a plain regression test because wined3d uses different codepaths for attribute conversion * with vertex buffers. It makes sure that the vertex buffer one works, while the above tests * whether the immediate mode code works */ f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); if(SUCCEEDED(hr)) { if(dcl_color) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad1, sizeof(quad1)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); } if(dcl_ubyte) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad2, sizeof(quad2)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); ub_ok = SUCCEEDED(hr); } if(dcl_short) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad3, sizeof(quad3)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); s_ok = SUCCEEDED(hr); } if(dcl_float) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad4, sizeof(quad4)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); f_ok = SUCCEEDED(hr); } hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\n", hr); } hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr); if(dcl_short) { color = getPixelColor(device, 480, 360); ok(color == 0x000000ff || !s_ok, "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); } if(dcl_ubyte) { color = getPixelColor(device, 160, 120); ok(color == 0x0000ffff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); } if(dcl_color) { color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); } if(dcl_float) { color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000 || !f_ok, "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad_transformed), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad_transformed, sizeof(quad_transformed)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_positiont); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); } color = getPixelColor(device, 88, 108); ok(color == 0x000000ff, "pixel 88/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 108); ok(color == 0x000000ff, "pixel 92/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 88, 112); ok(color == 0x000000ff, "pixel 88/112 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 112); ok(color == 0x00ffff00, "pixel 92/112 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 568, 108); ok(color == 0x000000ff, "pixel 568/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 572, 108); ok(color == 0x000000ff, "pixel 572/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 112); ok(color == 0x00ffff00, "pixel 568/112 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 572, 112); ok(color == 0x000000ff, "pixel 572/112 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 88, 298); ok(color == 0x000000ff, "pixel 88/298 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 298); ok(color == 0x00ffff00, "pixel 92/298 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 88, 302); ok(color == 0x000000ff, "pixel 88/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 302); ok(color == 0x000000ff, "pixel 92/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 298); ok(color == 0x00ffff00, "pixel 568/298 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 572, 298); ok(color == 0x000000ff, "pixel 572/298 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 302); ok(color == 0x000000ff, "pixel 568/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 572, 302); ok(color == 0x000000ff, "pixel 572/302 has color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* This test is pointless without those two declarations: */ if((!dcl_color_2) || (!dcl_ubyte_2)) { skip("color-ubyte switching test declarations aren't supported\n"); goto out; } hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quads), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quads, sizeof(quads)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(colors), 0, 0, D3DPOOL_MANAGED, &vb2, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(colors), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, colors, sizeof(colors)); hr = IDirect3DVertexBuffer9_Unlock(vb2); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); for(i = 0; i < 2; i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); if(i == 0) { hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 0, sizeof(DWORD) * 4); } else { hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 8, sizeof(DWORD) * 4); } ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); ub_ok = FALSE; if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); ub_ok = SUCCEEDED(hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); ub_ok = (SUCCEEDED(hr) && ub_ok); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } if(i == 0) { color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ffffff, "Unused quad returned color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x000000ff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); } else { color = getPixelColor(device, 480, 360); ok(color == 0x000000ff, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ffffff, "Unused quad returned color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000 || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000 || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); } hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 1, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); IDirect3DVertexBuffer9_Release(vb2); out: IDirect3DVertexBuffer9_Release(vb); if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float); if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short); if(dcl_ubyte) IDirect3DVertexDeclaration9_Release(dcl_ubyte); if(dcl_color) IDirect3DVertexDeclaration9_Release(dcl_color); if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2); if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2); if(dcl_positiont) IDirect3DVertexDeclaration9_Release(dcl_positiont); } struct vertex_float16color { float x, y, z; DWORD c1, c2; }; static void test_vshader_float16(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; void *data; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *vdecl = NULL; IDirect3DVertexBuffer9 *buffer = NULL; IDirect3DVertexShader9 *shader; DWORD shader_code[] = { 0xfffe0101, 0x0000001f, 0x80000000, 0x900f0000, 0x0000001f, 0x8000000a, 0x900f0001, 0x00000001, 0xc00f0000, 0x90e40000, 0x00000001, 0xd00f0000, 0x90e40001, 0x0000ffff }; struct vertex_float16color quad[] = { { -1.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, /* green */ { -1.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, { 0.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, { 0.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, { 0.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, /* red */ { 0.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, { 1.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, { 1.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, { 0.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, /* blue */ { 0.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, { 1.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, { 1.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, { -1.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, /* alpha */ { -1.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, { 0.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, { 0.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 0, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 4, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 8, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); } color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &buffer, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexBuffer failed, hr=%08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(buffer, 0, sizeof(quad), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed, hr=%08x\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer9_Unlock(buffer); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); } color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); IDirect3DVertexDeclaration9_Release(vdecl); IDirect3DVertexShader9_Release(shader); IDirect3DVertexBuffer9_Release(buffer); } static void conditional_np2_repeat_test(IDirect3DDevice9 *device) { D3DCAPS9 caps; IDirect3DTexture9 *texture; HRESULT hr; D3DLOCKED_RECT rect; unsigned int x, y; DWORD *dst, color; const float quad[] = { -1.0, -1.0, 0.1, -0.2, -0.2, 1.0, -1.0, 0.1, 1.2, -0.2, -1.0, 1.0, 0.1, -0.2, 1.2, 1.0, 1.0, 0.1, 1.2, 1.2 }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) { /* NP2 conditional requires the POW2 flag. Check that while we're at it */ ok(caps.TextureCaps & D3DPTEXTURECAPS_POW2, "Card has conditional NP2 support without power of two restriction set\n"); } else if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No conditional NP2 support, skipping conditional NP2 tests\n"); return; } else { skip("Card has unconditional NP2 support, skipping conditional NP2 tests\n"); return; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); memset(&rect, 0, sizeof(rect)); hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); for(y = 0; y < 10; y++) { for(x = 0; x < 10; x++) { dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD)); if(x == 0 || x == 9 || y == 0 || y == 9) { *dst = 0x00ff0000; } else { *dst = 0x000000ff; } } } hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); } color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "NP2: Pixel 1, 1 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 639, 479); ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 135, 101); ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 101); ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 135, 105); ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 105); ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 135, 376); ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 376); ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 135, 379); ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 379); ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 101); ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 504, 101); ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 105); ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 504, 105); ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 376); ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 504, 376); ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 380); ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 504, 380); ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); IDirect3DTexture9_Release(texture); } static void vFace_register_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; const DWORD shader_code[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ 0x05000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.0, 0.0, 0.0, 0.0 */ 0x0200001f, 0x80000000, 0x900f1001, /* dcl vFace */ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x04000058, 0x800f0000, 0x90e41001, 0xa0e40000, 0x80e40001, /* cmp r0, vFace, c0, r1 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* END */ }; const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; IDirect3DPixelShader9 *shader; IDirect3DVertexShader9 *vshader; IDirect3DTexture9 *texture; IDirect3DSurface9 *surface, *backbuffer; const float quad[] = { -1.0, -1.0, 0.1, 1.0, -1.0, 0.1, -1.0, 0.0, 0.1, 1.0, -1.0, 0.1, 1.0, 0.0, 0.1, -1.0, 0.0, 0.1, -1.0, 0.0, 0.1, -1.0, 1.0, 0.1, 1.0, 0.0, 0.1, 1.0, 0.0, 0.1, -1.0, 1.0, 0.1, 1.0, 1.0, 0.1, }; const float blit[] = { 0.0, -1.0, 0.1, 0.0, 0.0, 1.0, -1.0, 0.1, 1.0, 0.0, 0.0, 1.0, 0.1, 0.0, 1.0, 1.0, 1.0, 0.1, 1.0, 1.0, }; hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); if(SUCCEEDED(hr)) { /* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); /* Blit the texture onto the back buffer to make it visible */ hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "vFace: Onscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000ff00, "vFace: Onscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); IDirect3DDevice9_SetTexture(device, 0, NULL); IDirect3DPixelShader9_Release(shader); IDirect3DVertexShader9_Release(vshader); IDirect3DSurface9_Release(surface); IDirect3DSurface9_Release(backbuffer); IDirect3DTexture9_Release(texture); } static void fixed_function_bumpmap_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; int i; D3DCAPS9 caps; BOOL L6V5U5_supported = FALSE; IDirect3DTexture9 *tex1, *tex2; D3DLOCKED_RECT locked_rect; static const float quad[][7] = { {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() }; /* use asymmetric matrix to test loading */ float bumpenvmat[4] = {0.0,0.5,-0.5,0.0}; float scale, offset; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DTexture9 *texture = NULL; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); if(!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)) { skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n"); return; } else { /* This check is disabled, some Windows drivers do not handle D3DUSAGE_QUERY_LEGACYBUMPMAP properly. * They report that it is not supported, but after that bump mapping works properly. So just test * if the format is generally supported, and check the BUMPENVMAP flag */ IDirect3D9 *d3d9; IDirect3DDevice9_GetDirect3D(device, &d3d9); hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_L6V5U5); L6V5U5_supported = SUCCEEDED(hr); hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8); IDirect3D9_Release(d3d9); if(FAILED(hr)) { skip("D3DFMT_V8U8 not supported for legacy bump mapping\n"); return; } } /* Generate the textures */ generate_bumpmap_textures(device); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); /* on MacOS(10.5.4, radeon X1600), the white dots are have color 0x00fbfbfb rather than 0x00ffffff. This is * kinda strange since no calculations are done on the sampled colors, only on the texture coordinates. * But since testing the color match is not the purpose of the test don't be too picky */ color = getPixelColor(device, 320-32, 240); ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320+32, 240); ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240-32); ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240+32); ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 320+32, 240+32); ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 320-32, 240+32); ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 320+32, 240-32); ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 320-32, 240-32); ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); for(i = 0; i < 2; i++) { hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); /* For the GetTexture */ hr = IDirect3DDevice9_SetTexture(device, i, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); /* To destroy it */ } if(!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)) { skip("D3DTOP_BUMPENVMAPLUMINANCE not supported, skipping\n"); goto cleanup; } if(L6V5U5_supported == FALSE) { skip("L6V5U5_supported not supported, skipping D3DTOP_BUMPENVMAPLUMINANCE test\n"); goto cleanup; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0, 0x8); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* This test only tests the luminance part. The bumpmapping part was already tested above and * would only make this test more complicated */ hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_L6V5U5, D3DPOOL_MANAGED, &tex1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture9_LockRect(tex1, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = 0x4000; /* L = 0.25, V = 0.0, U = 0.0 */ hr = IDirect3DTexture9_UnlockRect(tex1, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture9_LockRect(tex2, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = 0x00ff80c0; hr = IDirect3DTexture9_UnlockRect(tex2, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); scale = 2.0; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); offset = 0.1; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); } color = getPixelColor(device, 320, 240); /* red: 1.0 * (0.25 * 2.0 + 0.1) = 1.0 * 0.6 = 0.6 = 0x99 * green: 0.5 * (0.25 * 2.0 + 0.1) = 0.5 * 0.6 = 0.3 = 0x4c * green: 0.75 * (0.25 * 2.0 + 0.1) = 0.75 * 0.6 = 0.45 = 0x72 */ ok(color_match(color, 0x00994c72, 5), "bumpmap failed: Got color 0x%08x, expected 0x00994c72.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Check a result scale factor > 1.0 */ scale = 10; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); offset = 10; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Check clamping in the scale factor calculation */ scale = 1000; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); offset = -1; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); IDirect3DTexture9_Release(tex1); IDirect3DTexture9_Release(tex2); cleanup: hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); } static void stencil_cull_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DSurface9 *depthstencil = NULL; D3DSURFACE_DESC desc; float quad1[] = { -1.0, -1.0, 0.1, 0.0, -1.0, 0.1, -1.0, 0.0, 0.1, 0.0, 0.0, 0.1, }; float quad2[] = { 0.0, -1.0, 0.1, 1.0, -1.0, 0.1, 0.0, 0.0, 0.1, 1.0, 0.0, 0.1, }; float quad3[] = { 0.0, 0.0, 0.1, 1.0, 0.0, 0.1, 0.0, 1.0, 0.1, 1.0, 1.0, 0.1, }; float quad4[] = { -1.0, 0.0, 0.1, 0.0, 0.0, 0.1, -1.0, 1.0, 0.1, 0.0, 1.0, 0.1, }; struct vertex painter[] = { {-1.0, -1.0, 0.0, 0x00000000}, { 1.0, -1.0, 0.0, 0x00000000}, {-1.0, 1.0, 0.0, 0x00000000}, { 1.0, 1.0, 0.0, 0x00000000}, }; WORD indices_cw[] = {0, 1, 3}; WORD indices_ccw[] = {0, 2, 3}; unsigned int i; DWORD color; IDirect3DDevice9_GetDepthStencilSurface(device, &depthstencil); if(depthstencil == NULL) { skip("No depth stencil buffer\n"); return; } hr = IDirect3DSurface9_GetDesc(depthstencil, &desc); ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr); IDirect3DSurface9_Release(depthstencil); if(desc.Format != D3DFMT_D24S8 && desc.Format != D3DFMT_D24X4S4) { skip("No 4 or 8 bit stencil surface\n"); return; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF,hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x3); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_REPLACE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_DECR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_INCR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); /* First pass: Fill the stencil buffer with some values... */ hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); /* 2nd pass: Make the stencil values visible */ hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); for (i = 0; i < 16; ++i) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); painter[0].diffuse = (i * 16); /* Creates shades of blue */ painter[1].diffuse = (i * 16); painter[2].diffuse = (i * 16); painter[3].diffuse = (i * 16); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0])); 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_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); color = getPixelColor(device, 160, 420); ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color); color = getPixelColor(device, 160, 300); ok(color == 0x00000080, "CW triangle, twoside FALSE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); color = getPixelColor(device, 480, 420); ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull off, incr, has color 0x%08x, expected 0x00000090\n", color); color = getPixelColor(device, 480, 300); ok(color == 0x00000030, "CW triangle, twoside TRUE, cull off, replace, has color 0x%08x, expected 0x00000030\n", color); color = getPixelColor(device, 160, 180); ok(color == 0x00000080, "CCW triangle, twoside TRUE, cull ccw, culled, has color 0x%08x, expected 0x00000080\n", color); color = getPixelColor(device, 160, 60); ok(color == 0x00000030, "CW triangle, twoside TRUE, cull ccw, replace, has color 0x%08x, expected 0x00000030\n", color); color = getPixelColor(device, 480, 180); ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull cw, incr, has color 0x%08x, expected 0x00000090\n", color); color = getPixelColor(device, 480, 60); ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); } static void vpos_register_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; const DWORD shader_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ 0x03000002, 0x80030000, 0x90541000, 0xa1fe0000, /* sub r0.xy, vPos.xy, c0.zw */ 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ 0x02000001, 0x80080002, 0xa0550000, /* mov r2.a, c0.y */ 0x02000001, 0x80010002, 0xa0550000, /* mov r2.r, c0.y */ 0x04000058, 0x80020002, 0x80000000, 0x80000001, 0x80550001, /* cmp r2.g, r0.x, r1.x, r1.y */ 0x04000058, 0x80040002, 0x80550000, 0x80000001, 0x80550001, /* cmp r2.b, r0.y, r1.x, r1.y */ 0x02000001, 0x800f0800, 0x80e40002, /* mov oC0, r2 */ 0x0000ffff /* end */ }; const DWORD shader_frac_code[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */ 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x02000013, 0x80030000, 0x90541000, /* frc r0.xy, vPos.xy */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *vshader; IDirect3DPixelShader9 *shader, *shader_frac; IDirect3DSurface9 *surface = NULL, *backbuffer; const float quad[] = { -1.0, -1.0, 0.1, 0.0, 0.0, 1.0, -1.0, 0.1, 1.0, 0.0, -1.0, 1.0, 0.1, 0.0, 1.0, 1.0, 1.0, 0.1, 1.0, 1.0, }; D3DLOCKED_RECT lr; float constant[4] = {1.0, 0.0, 320, 240}; DWORD *pos; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); } /* This has to be pixel exact */ color = getPixelColor(device, 319, 239); ok(color == 0x00000000, "vPos: Pixel 319,239 has color 0x%08x, expected 0x00000000\n", color); color = getPixelColor(device, 320, 239); ok(color == 0x0000ff00, "vPos: Pixel 320,239 has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 319, 240); ok(color == 0x000000ff, "vPos: Pixel 319,240 has color 0x%08x, expected 0x000000ff\n", color); color = getPixelColor(device, 320, 240); ok(color == 0x0000ffff, "vPos: Pixel 320,240 has color 0x%08x, expected 0x0000ffff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_X8R8G8B8, 0, 0, TRUE, &surface, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); if(SUCCEEDED(hr)) { constant[2] = 16; constant[3] = 16; hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); } hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x00000000, "Pixel 14/14 has color 0x%08x, expected 0x00000000\n", color); pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 18 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x0000ff00, "Pixel 14/18 has color 0x%08x, expected 0x0000ff00\n", color); pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 14 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x000000ff, "Pixel 18/14 has color 0x%08x, expected 0x000000ff\n", color); pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 18 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x0000ffff, "Pixel 18/18 has color 0x%08x, expected 0x0000ffff\n", color); hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); /* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to * have full control over the multisampling setting inside this test */ hr = IDirect3DDevice9_SetPixelShader(device, shader_frac); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); } hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x00000000, "vPos fraction test has color 0x%08x, expected 0x00000000\n", color); hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); IDirect3DPixelShader9_Release(shader); IDirect3DPixelShader9_Release(shader_frac); IDirect3DVertexShader9_Release(vshader); if(surface) IDirect3DSurface9_Release(surface); IDirect3DSurface9_Release(backbuffer); } static BOOL point_match(IDirect3DDevice9 *device, UINT x, UINT y, UINT r) { D3DCOLOR color; color = D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff); if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; ++r; color = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff); if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; return TRUE; } static void pointsize_test(IDirect3DDevice9 *device) { HRESULT hr; D3DCAPS9 caps; D3DMATRIX matrix; D3DMATRIX identity; float ptsize, ptsize_orig, ptsizemax_orig, ptsizemin_orig; DWORD color; IDirect3DSurface9 *rt, *backbuffer; IDirect3DTexture9 *tex1, *tex2; RECT rect = {0, 0, 128, 128}; D3DLOCKED_RECT lr; const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000}; const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00}; const float vertices[] = { 64, 64, 0.1, 128, 64, 0.1, 192, 64, 0.1, 256, 64, 0.1, 320, 64, 0.1, 384, 64, 0.1, 448, 64, 0.1, 512, 64, 0.1, }; /* Transforms the coordinate system [-1.0;1.0]x[-1.0;1.0] to [0.0;0.0]x[640.0;480.0]. Z is untouched */ U(matrix).m[0][0] = 2.0/640.0; U(matrix).m[1][0] = 0.0; U(matrix).m[2][0] = 0.0; U(matrix).m[3][0] =-1.0; U(matrix).m[0][1] = 0.0; U(matrix).m[1][1] =-2.0/480.0; U(matrix).m[2][1] = 0.0; U(matrix).m[3][1] = 1.0; U(matrix).m[0][2] = 0.0; U(matrix).m[1][2] = 0.0; U(matrix).m[2][2] = 1.0; U(matrix).m[3][2] = 0.0; U(matrix).m[0][3] = 0.0; U(matrix).m[1][3] = 0.0; U(matrix).m[2][3] = 0.0; U(matrix).m[3][3] = 1.0; U(identity).m[0][0] = 1.0; U(identity).m[1][0] = 0.0; U(identity).m[2][0] = 0.0; U(identity).m[3][0] = 0.0; U(identity).m[0][1] = 0.0; U(identity).m[1][1] = 1.0; U(identity).m[2][1] = 0.0; U(identity).m[3][1] = 0.0; U(identity).m[0][2] = 0.0; U(identity).m[1][2] = 0.0; U(identity).m[2][2] = 1.0; U(identity).m[3][2] = 0.0; U(identity).m[0][3] = 0.0; U(identity).m[1][3] = 0.0; U(identity).m[2][3] = 0.0; U(identity).m[3][3] = 1.0; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); if(caps.MaxPointSize < 32.0) { skip("MaxPointSize < 32.0, skipping(MaxPointsize = %f)\n", caps.MaxPointSize); return; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, (DWORD *) &ptsize_orig); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr); if (SUCCEEDED(hr)) { ptsize = 15.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); ptsize = 31.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); ptsize = 30.75; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); if (caps.MaxPointSize >= 63.0) { ptsize = 63.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); ptsize = 62.75; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); } ptsize = 1.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *) (&ptsizemax_orig)); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *) (&ptsizemin_orig)); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed, hr=%08x\n", hr); /* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */ ptsize = 15.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); ptsize = 1.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *((DWORD *) (&ptsizemax_orig))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); /* pointsize < pointsize_min < pointsize_max? * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */ ptsize = 1.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); ptsize = 15.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *((DWORD *) (&ptsizemin_orig))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr); } ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n"); ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n"); ok(point_match(device, 192, 64, 15), "point_match(192, 64, 15) failed, expected point size 31.\n"); if (caps.MaxPointSize >= 63.0) { ok(point_match(device, 256, 64, 31), "point_match(256, 64, 31) failed, expected point size 63.\n"); ok(point_match(device, 384, 64, 31), "point_match(384, 64, 31) failed, expected point size 63.\n"); } ok(point_match(device, 320, 64, 0), "point_match(320, 64, 0) failed, expected point size 1.\n"); /* ptsize = 15, ptsize_max = 1 --> point has size 1 */ ok(point_match(device, 448, 64, 0), "point_match(448, 64, 0) failed, expected point size 1.\n"); /* ptsize = 1, ptsize_max = default(64), ptsize_min = 15 --> point has size 15 */ ok(point_match(device, 512, 64, 7), "point_match(512, 64, 7) failed, expected point size 15.\n"); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* The following code tests point sprites with two textures, to see if each texture coordinate unit * generates texture coordinates for the point(result: Yes, it does) * * However, not all GL implementations support point sprites(they need GL_ARB_point_sprite), but there * is no point sprite cap bit in d3d because native d3d software emulates point sprites. Until the * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture9_LockRect(tex1, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); hr = IDirect3DTexture9_UnlockRect(tex1, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture9_LockRect(tex2, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); hr = IDirect3DTexture9_UnlockRect(tex2, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); ptsize = 32.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); } color = getPixelColor(device, 64-4, 64-4); ok(color == 0x00ff0000, "pSprite: Pixel (64-4),(64-4) has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 64-4, 64+4); ok(color == 0x00000000, "pSprite: Pixel (64-4),(64+4) has color 0x%08x, expected 0x00000000\n", color); color = getPixelColor(device, 64+4, 64+4); ok(color == 0x0000ff00, "pSprite: Pixel (64+4),(64+4) has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 64+4, 64-4); ok(color == 0x00ffff00, "pSprite: Pixel (64+4),(64-4) has color 0x%08x, expected 0x00ffff00\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); U(matrix).m[0][0] = 1.0f / 64.0f; U(matrix).m[1][1] = -1.0f / 64.0f; hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); ok(SUCCEEDED(hr), "SetTransform failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL ); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, &rect, backbuffer, &rect, D3DTEXF_NONE); ok(SUCCEEDED(hr), "StretchRect 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(rt); color = getPixelColor(device, 64-4, 64-4); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 0), "Expected color 0x00ff0000, got 0x%08x.\n", color); color = getPixelColor(device, 64+4, 64-4); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 0), "Expected color 0x00ffff00, got 0x%08x.\n", color); color = getPixelColor(device, 64-4, 64+4); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00), 0), "Expected color 0x00000000, got 0x%08x.\n", color); color = getPixelColor(device, 64+4, 64+4); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); IDirect3DTexture9_Release(tex1); IDirect3DTexture9_Release(tex2); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize_orig))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr); } static void multiple_rendertargets_test(IDirect3DDevice9 *device) { static const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; static const DWORD pshader_code1[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ 0x0000ffff /* end */ }; static const DWORD pshader_code2[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ 0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0.0, 0.0, 1.0, 0.0 */ 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ 0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */ 0x0000ffff /* end */ }; HRESULT hr; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps1, *ps2; IDirect3DTexture9 *tex1, *tex2; IDirect3DSurface9 *surf1, *surf2, *backbuf, *readback; D3DCAPS9 caps; DWORD color; UINT i, j; float quad[] = { -1.0, -1.0, 0.1, 1.0, -1.0, 0.1, -1.0, 1.0, 0.1, 1.0, 1.0, 0.1, }; float texquad[] = { -1.0, -1.0, 0.1, 0.0, 0.0, 0.0, -1.0, 0.1, 1.0, 0.0, -1.0, 1.0, 0.1, 0.0, 1.0, 0.0, 1.0, 0.1, 1.0, 1.0, 0.0, -1.0, 0.1, 0.0, 0.0, 1.0, -1.0, 0.1, 1.0, 0.0, 0.0, 1.0, 0.1, 0.0, 1.0, 1.0, 1.0, 0.1, 1.0, 1.0, }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed, hr=%08x\n", hr); if(caps.NumSimultaneousRTs < 2) { skip("Only 1 simultaneous render target supported, skipping MRT test\n"); return; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 16, 16, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code1, &ps1); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code2, &ps2); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), "Expected color 0x000000ff, got 0x%08x.\n", color); /* Render targets not written by the pixel shader should be unmodified. */ hr = IDirect3DDevice9_SetPixelShader(device, ps1); ok(SUCCEEDED(hr), "Failed to set pixel shader, 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, 3 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), "Expected color 0xff00ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); for (i = 6; i < 10; ++i) { for (j = 6; j < 10; ++j) { color = getPixelColorFromSurface(readback, j, i); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), "Expected color 0xff0000ff, got 0x%08x at %u, %u.\n", color, j, i); } } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_SetPixelShader(device, ps2); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr); } color = getPixelColor(device, 160, 240); ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 240); ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DPixelShader9_Release(ps2); IDirect3DPixelShader9_Release(ps1); IDirect3DVertexShader9_Release(vs); IDirect3DTexture9_Release(tex1); IDirect3DTexture9_Release(tex2); IDirect3DSurface9_Release(surf1); IDirect3DSurface9_Release(surf2); IDirect3DSurface9_Release(backbuf); IDirect3DSurface9_Release(readback); } struct formats { const char *fmtName; D3DFORMAT textureFormat; DWORD resultColorBlending; DWORD resultColorNoBlending; }; static const struct formats test_formats[] = { { "D3DFMT_G16R16", D3DFMT_G16R16, 0x001818ff, 0x002010ff}, { "D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff }, { "D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001818ff, 0x002010ff }, { "D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00181800, 0x00201000 }, { "D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff }, { "D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001818ff, 0x002010ff }, { "D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00181800, 0x00201000 }, { NULL, 0 } }; static void pixelshader_blending_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DTexture9 *offscreenTexture = NULL; IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; IDirect3D9 *d3d = NULL; DWORD color; DWORD r0, g0, b0, r1, g1, b1; int fmt_index; static const float quad[][5] = { {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, }; /* Quad with R=0x10, G=0x20 */ static const struct vertex quad1[] = { {-1.0f, -1.0f, 0.1f, 0x80102000}, {-1.0f, 1.0f, 0.1f, 0x80102000}, { 1.0f, -1.0f, 0.1f, 0x80102000}, { 1.0f, 1.0f, 0.1f, 0x80102000}, }; /* Quad with R=0x20, G=0x10 */ static const struct vertex quad2[] = { {-1.0f, -1.0f, 0.1f, 0x80201000}, {-1.0f, 1.0f, 0.1f, 0x80201000}, { 1.0f, -1.0f, 0.1f, 0x80201000}, { 1.0f, 1.0f, 0.1f, 0x80201000}, }; IDirect3DDevice9_GetDirect3D(device, &d3d); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(!backbuffer) { goto out; } for(fmt_index=0; test_formats[fmt_index].textureFormat != 0; fmt_index++) { D3DFORMAT fmt = test_formats[fmt_index].textureFormat; if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt) != D3D_OK) { skip("%s textures not supported as render targets.\n", test_formats[fmt_index].fmtName); continue; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreenTexture) { continue; } hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); if(!offscreen) { continue; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); /* Below we will draw two quads with different colors and try to blend them together. * The result color is compared with the expected outcome. */ if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); /* Draw a quad using color 0x0010200 */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); /* Draw a quad using color 0x0020100 */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); /* We don't want to blend the result on the backbuffer */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); /* Prepare rendering the 'blended' texture quad to the backbuffer */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); /* This time with the texture */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr); IDirect3DDevice9_EndScene(device); } if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK) { /* Compare the color of the center quad with our expectation */ color = getPixelColor(device, 320, 240); r0 = (color & 0x00ff0000) >> 16; g0 = (color & 0x0000ff00) >> 8; b0 = (color & 0x000000ff) >> 0; r1 = (test_formats[fmt_index].resultColorBlending & 0x00ff0000) >> 16; g1 = (test_formats[fmt_index].resultColorBlending & 0x0000ff00) >> 8; b1 = (test_formats[fmt_index].resultColorBlending & 0x000000ff) >> 0; ok(r0 >= max(r1, 1) - 1 && r0 <= r1 + 1 && g0 >= max(g1, 1) - 1 && g0 <= g1 + 1 && b0 >= max(b1, 1) - 1 && b0 <= b1 + 1, "Offscreen failed for %s: Got color %#08x, expected %#08x.\n", test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending); } else { /* No pixel shader blending is supported so expect garbage. The type of 'garbage' depends on the driver version and OS. * E.g. on G16R16 ati reports (on old r9600 drivers) 0x00ffffff and on modern ones 0x002010ff which is also what Nvidia * reports. On Vista Nvidia seems to report 0x00ffffff on Geforce7 cards. */ color = getPixelColor(device, 320, 240); ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected no color blending but received it anyway.\n", test_formats[fmt_index].fmtName); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DDevice9_SetTexture(device, 0, NULL); if(offscreenTexture) { IDirect3DTexture9_Release(offscreenTexture); } if(offscreen) { IDirect3DSurface9_Release(offscreen); } } out: /* restore things */ if(backbuffer) { IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); IDirect3DSurface9_Release(backbuffer); } } static void tssargtemp_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; static const struct vertex quad[] = { {-1.0, -1.0, 0.1, 0x00ff0000}, { 1.0, -1.0, 0.1, 0x00ff0000}, {-1.0, 1.0, 0.1, 0x00ff0000}, { 1.0, 1.0, 0.1, 0x00ff0000} }; D3DCAPS9 caps; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr); if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DPMISCCAPS_TSSARGTEMP not supported\n"); return; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_TEMP); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_ADD); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG1, D3DTA_CURRENT); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG2, D3DTA_TEMP); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr = %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color == 0x00FFFF00, "TSSARGTEMP test returned color 0x%08x, expected 0x00FFFF00\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Set stage 1 back to default */ hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_CURRENT); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); } struct testdata { DWORD idxVertex; /* number of instances in the first stream */ DWORD idxColor; /* number of instances in the second stream */ DWORD idxInstance; /* should be 1 ?? */ DWORD color1; /* color 1 instance */ DWORD color2; /* color 2 instance */ DWORD color3; /* color 3 instance */ DWORD color4; /* color 4 instance */ WORD strVertex; /* specify which stream to use 0-2*/ WORD strColor; WORD strInstance; }; static const struct testdata testcases[]= { {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 0 */ {3, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 1 */ {2, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 2 */ {1, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 3 */ {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 4 */ {4, 2, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 5 */ {4, 1, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 6 */ {4, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 7 */ {3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 8 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /* 9 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 10 */ {4, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1}, /* 11 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 12 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 2, 3}, /* 13 */ /* This draws one instance on some machines, no instance on others {0, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, */ /* This case is handled in a stand alone test, SetStreamSourceFreq(0,(D3DSTREAMSOURCE_INSTANCEDATA | 1)) has to return D3DERR_INVALIDCALL! {4, 4, 1, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 1, 0, D3DERR_INVALIDCALL}, */ }; /* Drawing Indexed Geometry with instances*/ static void stream_test(IDirect3DDevice9 *device) { IDirect3DVertexBuffer9 *vb = NULL; IDirect3DVertexBuffer9 *vb2 = NULL; IDirect3DVertexBuffer9 *vb3 = NULL; IDirect3DIndexBuffer9 *ib = NULL; IDirect3DVertexDeclaration9 *pDecl = NULL; IDirect3DVertexShader9 *shader = NULL; HRESULT hr; BYTE *data; DWORD color; DWORD ind; unsigned i; const DWORD shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x0000001f, 0x80000005, 0x900f0002, /* dcl_texcoord v2 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x00000002, 0xc00f0000, 0x80e40000, 0x90e40002, /* add oPos, r0, v2 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; const float quad[][3] = { {-0.5f, -0.5f, 1.1f}, /*0 */ {-0.5f, 0.5f, 1.1f}, /*1 */ { 0.5f, -0.5f, 1.1f}, /*2 */ { 0.5f, 0.5f, 1.1f}, /*3 */ }; const float vertcolor[][4] = { {1.0f, 0.0f, 0.0f, 1.0f}, /*0 */ {1.0f, 0.0f, 0.0f, 1.0f}, /*1 */ {1.0f, 0.0f, 0.0f, 1.0f}, /*2 */ {1.0f, 0.0f, 0.0f, 1.0f}, /*3 */ }; /* 4 position for 4 instances */ const float instancepos[][3] = { {-0.6f,-0.6f, 0.0f}, { 0.6f,-0.6f, 0.0f}, { 0.6f, 0.6f, 0.0f}, {-0.6f, 0.6f, 0.0f}, }; short indices[] = {0, 1, 2, 1, 2, 3}; D3DVERTEXELEMENT9 decl[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {2, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; /* set the default value because it isn't done in wine? */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); /* check for D3DSTREAMSOURCE_INDEXEDDATA at stream0 */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, (D3DSTREAMSOURCE_INSTANCEDATA | 1)); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); /* check wrong cases */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 0); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == 1, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == 2, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INDEXEDDATA | 0)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == (D3DSTREAMSOURCE_INDEXEDDATA | 0), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | 0)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA | 0)); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); /* set the default value back */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); /* create all VertexBuffers*/ hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &vb, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if(!vb) { skip("Failed to create a vertex buffer\n"); return; } hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(vertcolor), 0, 0, D3DPOOL_MANAGED, &vb2, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if(!vb2) { skip("Failed to create a vertex buffer\n"); goto out; } hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(instancepos), 0, 0, D3DPOOL_MANAGED, &vb3, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if(!vb3) { skip("Failed to create a vertex buffer\n"); goto out; } /* create IndexBuffer*/ hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr); if(!ib) { skip("Failed to create a index buffer\n"); goto out; } /* copy all Buffers (Vertex + Index)*/ hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(vertcolor), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, vertcolor, sizeof(vertcolor)); hr = IDirect3DVertexBuffer9_Unlock(vb2); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb3, 0, sizeof(instancepos), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, instancepos, sizeof(instancepos)); hr = IDirect3DVertexBuffer9_Unlock(vb3); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer9_Unlock(ib); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); /* create VertexShader */ hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); if(!shader) { skip("Failed to create a vetex shader\n"); goto out; } hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetIndices(device, ib); ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); /* run all tests */ for( i = 0; i < sizeof(testcases)/sizeof(testcases[0]); ++i) { struct testdata act = testcases[i]; decl[0].Stream = act.strVertex; decl[1].Stream = act.strColor; decl[2].Stream = act.strInstance; /* create VertexDeclarations */ hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl, &pDecl); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x (case %i)\n", hr, i); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x (case %i)\n", hr, i); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance, (D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x (case %i)\n", hr, i); /* set all StreamSource && StreamSourceFreq back to default */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i); } hr = IDirect3DVertexDeclaration9_Release(pDecl); ok(hr == D3D_OK, "IDirect3DVertexDeclaration9_Release failed with %08x (case %i)\n", hr, i); color = getPixelColor(device, 160, 360); ok(color == act.color1, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color1, i); color = getPixelColor(device, 480, 360); ok(color == act.color2, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color2, i); color = getPixelColor(device, 480, 120); ok(color == act.color3, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color3, i); color = getPixelColor(device, 160, 120); ok(color == act.color4, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color4, i); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x (case %i)\n", hr, i); } hr = IDirect3DDevice9_SetIndices(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); out: if(vb) IDirect3DVertexBuffer9_Release(vb); if(vb2)IDirect3DVertexBuffer9_Release(vb2); if(vb3)IDirect3DVertexBuffer9_Release(vb3); if(ib)IDirect3DIndexBuffer9_Release(ib); if(shader)IDirect3DVertexShader9_Release(shader); } static void np2_stretch_rect_test(IDirect3DDevice9 *device) { IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL; IDirect3DTexture9 *dsttex = NULL; HRESULT hr; DWORD color; D3DRECT r1 = {0, 0, 50, 50 }; D3DRECT r2 = {50, 0, 100, 50 }; D3DRECT r3 = {50, 50, 100, 100}; D3DRECT r4 = {0, 50, 50, 100}; const float quad[] = { -1.0, -1.0, 0.1, 0.0, 0.0, 1.0, -1.0, 0.1, 1.0, 0.0, -1.0, 1.0, 0.1, 0.0, 1.0, 1.0, 1.0, 0.1, 1.0, 1.0, }; hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL ); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); if(!src || !dsttex) { skip("One or more test resources could not be created\n"); goto cleanup; } hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Clear the StretchRect destination for debugging */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, src); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Stretchrect before setting the render target back to the backbuffer. This will make Wine use * the target -> texture GL blit path */ hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); IDirect3DSurface9_Release(dst); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); cleanup: if(src) IDirect3DSurface9_Release(src); if(backbuffer) IDirect3DSurface9_Release(backbuffer); if(dsttex) IDirect3DTexture9_Release(dsttex); } static void texop_test(IDirect3DDevice9 *device) { IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DTexture9 *texture = NULL; D3DLOCKED_RECT locked_rect; D3DCOLOR color; D3DCAPS9 caps; HRESULT hr; unsigned i; static const struct { float x, y, z; float s, t; D3DCOLOR diffuse; } quad[] = { {-1.0f, -1.0f, 0.1f, -1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, {-1.0f, 1.0f, 0.1f, -1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, { 1.0f, -1.0f, 0.1f, 1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)} }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const struct { D3DTEXTUREOP op; const char *name; DWORD caps_flag; D3DCOLOR result; } test_data[] = { {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)}, {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)}, {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)}, {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)}, {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)}, {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)}, {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)}, {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)}, /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */ {D3DTOP_DOTPRODUCT3, "DOTPRODUCT3", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)}, {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)}, {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)}, }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) { if (!(caps.TextureOpCaps & test_data[i].caps_flag)) { skip("tex operation %s not supported\n", test_data[i].name); continue; } hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", test_data[i].name, color, test_data[i].result); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); } if (texture) IDirect3DTexture9_Release(texture); if (vertex_declaration) IDirect3DVertexDeclaration9_Release(vertex_declaration); } static void yuv_color_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DSurface9 *surface = NULL, *target = NULL; unsigned int fmt, i; D3DFORMAT format; const char *fmt_string; D3DLOCKED_RECT lr; IDirect3D9 *d3d; HRESULT color; DWORD ref_color_left, ref_color_right; struct { DWORD in; /* The input color */ DWORD uyvy_left; /* "in" interpreted as uyvy and transformed to RGB, pixel 1/1*/ DWORD uyvy_right; /* "in" interpreted as uyvy and transformed to RGB, pixel 2/1*/ DWORD yuy2_left; /* "in" interpreted as yuy2 and transformed to RGB, pixel 1/1 */ DWORD yuy2_right; /* "in" interpreted as yuy2 and transformed to RGB, pixel 2/1 */ } test_data[] = { /* Originally I wanted to avoid being evil, and set Y1 = Y2 to avoid triggering troubles in shader converters, * but the main difference between YUY2 and UYVY is the swapped ordering of the chroma and luminance * values. However, handling the two Y's properly could have a big impact on image quality, so be picky about * that */ { 0x00000000, 0x00008700, 0x00008700, 0x00008700, 0x00008700 }, { 0xff000000, 0x00008700, 0x004bff1c, 0x00b30000, 0x00b30000 }, { 0x00ff0000, 0x00b30000, 0x00b30000, 0x00008700, 0x004bff1c }, { 0x0000ff00, 0x004bff1c, 0x00008700, 0x000030e1, 0x000030e1 }, { 0x000000ff, 0x000030e1, 0x000030e1, 0x004bff1c, 0x00008700 }, { 0xffff0000, 0x00b30000, 0x00ffd01c, 0x00b30000, 0x00ffd01c }, { 0xff00ff00, 0x004bff1c, 0x004bff1c, 0x00b300e1, 0x00b300e1 }, { 0xff0000ff, 0x000030e1, 0x004bffff, 0x00ffd01c, 0x00b30000 }, { 0x00ffff00, 0x00ffd01c, 0x00b30000, 0x000030e1, 0x004bffff }, { 0x00ff00ff, 0x00b300e1, 0x00b300e1, 0x004bff1c, 0x004bff1c }, { 0x0000ffff, 0x004bffff, 0x000030e1, 0x004bffff, 0x000030e1 }, { 0xffffff00, 0x00ffd01c, 0x00ffd01c, 0x00b300e1, 0x00ff79ff }, { 0xffff00ff, 0x00b300e1, 0x00ff79ff, 0x00ffd01c, 0x00ffd01c }, { 0xffffffff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff }, { 0x4cff4c54, 0x00ff0000, 0x00ff0000, 0x000b8b00, 0x00b6ffa3 }, { 0x00800080, 0x00000000, 0x00000000, 0x0000ff00, 0x0000ff00 }, { 0xFF80FF80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff }, { 0x1c6b1cff, 0x000000fd, 0x000000fd, 0x006dff45, 0x0000d500 }, }; hr = IDirect3DDevice9_GetDirect3D(device, &d3d); ok(hr == D3D_OK, "IDirect3DDevice9_GetDirect3D failed, hr = %08x\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX0); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr); for(fmt = 0; fmt < 2; fmt++) { if(fmt == 0) { format = D3DFMT_UYVY; fmt_string = "D3DFMT_UYVY"; } else { format = D3DFMT_YUY2; fmt_string = "D3DFMT_YUY2"; } /* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect. Thus use * StretchRect to draw the YUV surface onto the screen instead of drawPrimitive */ if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, format) != D3D_OK) { skip("%s is not supported\n", fmt_string); continue; } /* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1 */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 2, 1, format, D3DPOOL_DEFAULT, &surface, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %08x\n", hr); for(i = 0; i < (sizeof(test_data)/sizeof(test_data[0])); i++) { if(fmt == 0) { ref_color_left = test_data[i].uyvy_left; ref_color_right = test_data[i].uyvy_right; } else { ref_color_left = test_data[i].yuy2_left; ref_color_right = test_data[i].yuy2_right; } memset(&lr, 0, sizeof(lr)); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %08x\n", hr); *((DWORD *) lr.pBits) = test_data[i].in; hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with 0x%08x\n", hr); /* Native D3D can't resist filtering the YUY surface, even though we asked it not to do so above. To * prevent running into precision problems, read a far left and far right pixel. In the future we may * want to add tests for the filtered pixels as well. * * Unfortunately different implementations(Windows-NV and Mac-ATI tested) interpret some colors vastly * differently, so we need a max diff of 16 */ color = getPixelColor(device, 40, 240); /* Newer versions of the Nvidia Windows driver mix up the U and V channels, breaking all the tests * where U != V. Skip the entire test if this bug in this case */ if (broken(test_data[i].in == 0xff000000 && color == 0x00008800 && format == D3DFMT_UYVY)) { skip("Nvidia channel confusion bug detected, skipping YUV tests\n"); IDirect3DSurface9_Release(surface); goto out; } ok(color_match(color, ref_color_left, 18), "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s\n", test_data[i].in, color, ref_color_left, fmt_string); color = getPixelColor(device, 600, 240); ok(color_match(color, ref_color_right, 18), "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s\n", test_data[i].in, color, ref_color_right, fmt_string); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); } IDirect3DSurface9_Release(surface); } out: IDirect3DSurface9_Release(target); IDirect3D9_Release(d3d); } static void texop_range_test(IDirect3DDevice9 *device) { static const struct { float x, y, z; D3DCOLOR diffuse; } quad[] = { {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)} }; HRESULT hr; IDirect3DTexture9 *texture; D3DLOCKED_RECT locked_rect; D3DCAPS9 caps; DWORD color; /* We need ADD and SUBTRACT operations */ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); if (!(caps.TextureOpCaps & D3DTEXOPCAPS_ADD)) { skip("D3DTOP_ADD is not supported, skipping value range test\n"); return; } if (!(caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)) { skip("D3DTEXOPCAPS_SUBTRACT is not supported, skipping value range test\n"); return; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed with 0x%08x\n", hr); /* Stage 1: result = diffuse(=1.0) + diffuse * stage 2: result = result - tfactor(= 0.5) */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SUBTRACT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00808080, 1), "texop Range > 1.0 returned 0x%08x, expected 0x00808080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00); hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); /* Stage 1: result = texture(=0.0) - tfactor(= 0.5) * stage 2: result = result + diffuse(1.0) */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SUBTRACT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffffff, 1), "texop Range < 0.0 returned 0x%08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); IDirect3DTexture9_Release(texture); } static void alphareplicate_test(IDirect3DDevice9 *device) { struct vertex quad[] = { { -1.0, -1.0, 0.1, 0x80ff00ff }, { 1.0, -1.0, 0.1, 0x80ff00ff }, { -1.0, 1.0, 0.1, 0x80ff00ff }, { 1.0, 1.0, 0.1, 0x80ff00ff }, }; HRESULT hr; DWORD color; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00808080, 1), "alphareplicate test 0x%08x, expected 0x00808080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); } static void dp3_alpha_test(IDirect3DDevice9 *device) { HRESULT hr; D3DCAPS9 caps; DWORD color; struct vertex quad[] = { { -1.0, -1.0, 0.1, 0x408080c0 }, { 1.0, -1.0, 0.1, 0x408080c0 }, { -1.0, 1.0, 0.1, 0x408080c0 }, { 1.0, 1.0, 0.1, 0x408080c0 }, }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); if (!(caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)) { skip("D3DTOP_DOTPRODUCT3 not supported\n"); return; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); /* dp3_x4 r0, diffuse_bias, tfactor_bias * mov r0.a, diffuse.a * mov r0, r0.a * * It turns out that the 2nd line is ignored, and the dp3 result written into r0.a instead * thus with input vec4(0.5, 0.5, 0.75, 0.25) and vec4(1.0, 1.0, 1.0, 1.0) the result is * (0.0 * 0.5 + 0.0 * 0.5 + 0.25 * 0.5) * 4 = 0.125 * 4 = 0.5, with a bunch of inprecision. */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT | D3DTA_ALPHAREPLICATE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xffffffff); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00808080, 4), "dp3 alpha test 0x%08x, expected 0x00808080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); } static void zwriteenable_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; struct vertex quad1[] = { { -1.0, -1.0, 0.1, 0x00ff0000}, { -1.0, 1.0, 0.1, 0x00ff0000}, { 1.0, -1.0, 0.1, 0x00ff0000}, { 1.0, 1.0, 0.1, 0x00ff0000}, }; struct vertex quad2[] = { { -1.0, -1.0, 0.9, 0x0000ff00}, { -1.0, 1.0, 0.9, 0x0000ff00}, { 1.0, -1.0, 0.9, 0x0000ff00}, { 1.0, 1.0, 0.9, 0x0000ff00}, }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); if(SUCCEEDED(hr)) { /* The Z buffer is filled with 1.0. Draw a red quad with z = 0.1, zenable = D3DZB_FALSE, zwriteenable = TRUE. * The red color is written because the z test is disabled. The question is whether the z = 0.1 values * are written into the Z buffer. After the draw, set zenable = TRUE and draw a green quad at z = 0.9. * If the values are written, the z test will fail(0.9 > 0.1) and the red color remains. If the values * are not written, the z test succeeds(0.9 < 1.0) and the green color is written. It turns out that * the screen is green, so zenable = D3DZB_FALSE and zwriteenable = TRUE does NOT write to the z buffer. */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "zwriteenable test returned 0x%08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); } static void alphatest_test(IDirect3DDevice9 *device) { #define ALPHATEST_PASSED 0x0000ff00 #define ALPHATEST_FAILED 0x00ff0000 struct { D3DCMPFUNC func; DWORD color_less; DWORD color_equal; DWORD color_greater; } testdata[] = { { D3DCMP_NEVER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_FAILED }, { D3DCMP_LESS, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_FAILED }, { D3DCMP_EQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_FAILED }, { D3DCMP_LESSEQUAL, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_FAILED }, { D3DCMP_GREATER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_PASSED }, { D3DCMP_NOTEQUAL, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_PASSED }, { D3DCMP_GREATEREQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_PASSED }, { D3DCMP_ALWAYS, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_PASSED }, }; unsigned int i, j; HRESULT hr; DWORD color; struct vertex quad[] = { { -1.0, -1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, { 1.0, -1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, { -1.0, 1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, { 1.0, 1.0, 0.1, ALPHATEST_PASSED | 0x80000000 }, }; D3DCAPS9 caps; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); for(j = 0; j < 2; j++) { if(j == 1) { /* Try a pixel shader instead of fixed function. The wined3d code may emulate * the alpha test either for performance reasons(floating point RTs) or to work * around driver bugs(Geforce 7x00 cards on MacOS). There may be a different * codepath for ffp and shader in this case, and the test should cover both */ IDirect3DPixelShader9 *ps; DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff /* end */ }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with 0x%08x\n", hr); if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { break; } hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); IDirect3DPixelShader9_Release(ps); } for(i = 0; i < (sizeof(testdata)/sizeof(testdata[0])); i++) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, testdata[i].func); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x90); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, testdata[i].color_less, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha < ref, func %u\n", color, testdata[i].color_less, testdata[i].func); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x80); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, testdata[i].color_equal, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha == ref, func %u\n", color, testdata[i].color_equal, testdata[i].func); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x70); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); } color = getPixelColor(device, 320, 240); ok(color_match(color, testdata[i].color_greater, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha > ref, func %u\n", color, testdata[i].color_greater, testdata[i].func); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); } } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); } static void sincos_test(IDirect3DDevice9 *device) { const DWORD sin_shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ 0x04000025, 0x80020000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.y, r1.x, c0, c1 */ 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ 0x03000005, 0xc0020000, 0x80550000, 0xa0ff0002, /* mul oPos.y, r0.y, c2.w */ 0x02000001, 0xd00f0000, 0xa0a60002, /* mov oD0, c2.zyzz */ 0x0000ffff /* end */ }; const DWORD cos_shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ 0x04000025, 0x80010000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.x, r1.x, c0, c1 */ 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ 0x03000005, 0xc0020000, 0x80000000, 0xa0ff0002, /* mul oPos.y, r0.x, c2.w */ 0x02000001, 0xd00f0000, 0xa0a90002, /* mov oD0, c2.yzzz */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *sin_shader, *cos_shader; HRESULT hr; struct { float x, y, z; } data[1280]; unsigned int i; float sincosc1[4] = {D3DSINCOSCONST1}; float sincosc2[4] = {D3DSINCOSCONST2}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, sin_shader_code, &sin_shader); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, cos_shader_code, &cos_shader); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, sincosc1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, sincosc2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); /* Generate a point from -1 to 1 every 0.5 pixels */ for(i = 0; i < 1280; i++) { data[i].x = (-640.0 + i) / 640.0; data[i].y = 0.0; data[i].z = 0.1; } hr = IDirect3DDevice9_BeginScene(device); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexShader(device, sin_shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, cos_shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr); /* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */ IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DVertexShader9_Release(sin_shader); IDirect3DVertexShader9_Release(cos_shader); } static void loop_index_test(IDirect3DDevice9 *device) { const DWORD shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ 0x04000002, 0x800f0000, 0x80e40000, 0xa0e42001, 0xf0e40800, /* add r0, r0, c[aL + 1] */ 0x0000001d, /* endloop */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x80e40000, /* mov oD0, r0 */ 0x0000ffff /* END */ }; IDirect3DVertexShader9 *shader; HRESULT hr; DWORD color; const float quad[] = { -1.0, -1.0, 0.1, 1.0, -1.0, 0.1, -1.0, 1.0, 0.1, 1.0, 1.0, 0.1 }; const float zero[4] = {0, 0, 0, 0}; const float one[4] = {1, 1, 1, 1}; int i0[4] = {2, 10, -3, 0}; float values[4]; hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF 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); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); values[0] = 1.0; values[1] = 1.0; values[2] = 0.0; values[3] = 0.0; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); values[0] = -1.0; values[1] = 0.0; values[2] = 0.0; values[3] = 0.0; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantI returned %#x.\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); } color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "aL indexing test returned color 0x%08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); IDirect3DVertexShader9_Release(shader); } static void sgn_test(IDirect3DDevice9 *device) { const DWORD shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position o0 */ 0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */ 0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x04000022, 0x800f0000, 0xa0e40000, 0x80e40001, 0x80e40002, /* sgn r0, c0, r1, r2 */ 0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001, /* add oD0, r0, c1 */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *shader; HRESULT hr; DWORD color; const float quad[] = { -1.0, -1.0, 0.1, 1.0, -1.0, 0.1, -1.0, 1.0, 0.1, 1.0, 1.0, 0.1 }; hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF 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); 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); } color = getPixelColor(device, 320, 240); ok(color_match(color, 0x008000ff, 1), "sgn test returned color 0x%08x, expected 0x008000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); IDirect3DVertexShader9_Release(shader); } static void viewport_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; D3DVIEWPORT9 vp, old_vp; BOOL draw_failed = TRUE; 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? * * The expected behavior is that the viewport behaves like the "default" * viewport with X = Y = 0, Width = surface_width, Height = surface_height, * MinZ = 0.0, MaxZ = 1.0. * * Starting with Windows 7 the behavior among driver versions is not * consistent. The SetViewport call is accepted on all drivers. Some * drivers(older nvidia ones) refuse to draw and return an error. Newer * nvidia drivers draw, but use the actual values in the viewport and only * display the upper left part on the surface. */ 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 || broken(hr == D3DERR_INVALIDCALL), "DrawPrimitiveUP failed (%08x)\n", hr); draw_failed = FAILED(hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr); } if(!draw_failed) { 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 || broken(color == 0x00ff0000), "viewport test: (162,122) has color %08x\n", color); color = getPixelColor(device, 478, 358); ok(color == 0x00ffffff || broken(color == 0x00ff0000), "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_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetViewport(device, &old_vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); } /* This test tests depth clamping / clipping behaviour: * - With software vertex processing, depth values are clamped to the * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the * same as regular vertices here. * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored. * Normal vertices are always clipped. Pretransformed vertices are * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't. * - The viewport's MinZ/MaxZ is irrelevant for this. */ static void depth_clamp_test(IDirect3DDevice9 *device) { const struct tvertex quad1[] = { { 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, {640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, { 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, {640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, }; const struct tvertex quad2[] = { { 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, {640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, { 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, {640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, }; const struct tvertex quad3[] = { {112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, {208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, {112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, {208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, }; const struct tvertex quad4[] = { { 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, {112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, { 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, {112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, }; const struct vertex quad5[] = { { -0.5f, 0.5f, 10.0f, 0xff14f914}, { 0.5f, 0.5f, 10.0f, 0xff14f914}, { -0.5f, -0.5f, 10.0f, 0xff14f914}, { 0.5f, -0.5f, 10.0f, 0xff14f914}, }; const struct vertex quad6[] = { { -1.0f, 0.5f, 10.0f, 0xfff91414}, { 1.0f, 0.5f, 10.0f, 0xfff91414}, { -1.0f, 0.25f, 10.0f, 0xfff91414}, { 1.0f, 0.25f, 10.0f, 0xfff91414}, }; D3DVIEWPORT9 vp; D3DCOLOR color; D3DCAPS9 caps; HRESULT hr; vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 7.5; hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); hr = IDirect3DDevice9_SetViewport(device, &vp); if(FAILED(hr)) { /* Windows 7 rejects MaxZ > 1.0, Windows XP allows it. This doesn't break * the tests because the 7.5 is just intended to show that it doesn't have * any influence on the drawing or D3DRS_CLIPPING = FALSE. Set an accepted * viewport and continue. */ ok(broken(hr == D3DERR_INVALIDCALL), "D3D rejected maxZ > 1.0\n"); vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); } ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); 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_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_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); 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_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); } else { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); } static void depth_bounds_test(IDirect3DDevice9 *device) { const struct tvertex quad1[] = { { 0, 0, 0.0f, 1, 0xfff9e814}, { 640, 0, 0.0f, 1, 0xfff9e814}, { 0, 480, 1.0f, 1, 0xfff9e814}, { 640, 480, 1.0f, 1, 0xfff9e814}, }; const struct tvertex quad2[] = { { 0, 0, 0.6f, 1, 0xff002b7f}, { 640, 0, 0.6f, 1, 0xff002b7f}, { 0, 480, 0.6f, 1, 0xff002b7f}, { 640, 480, 0.6f, 1, 0xff002b7f}, }; const struct tvertex quad3[] = { { 0, 100, 0.6f, 1, 0xfff91414}, { 640, 100, 0.6f, 1, 0xfff91414}, { 0, 160, 0.6f, 1, 0xfff91414}, { 640, 160, 0.6f, 1, 0xfff91414}, }; union { DWORD d; float f; } tmpvalue; IDirect3D9 *d3d = NULL; IDirect3DSurface9 *offscreen_surface = NULL; D3DCOLOR color; HRESULT hr; IDirect3DDevice9_GetDirect3D(device, &d3d); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, MAKEFOURCC('N','V','D','B')) != D3D_OK) { skip("No NVDB (depth bounds test) support\n"); IDirect3D9_Release(d3d); return; } IDirect3D9_Release(d3d); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, MAKEFOURCC('N','V','D','B'), D3DPOOL_DEFAULT, &offscreen_surface, NULL); ok(FAILED(hr), "Able to create surface, hr %#x.\n", hr); if (offscreen_surface) IDirect3DSurface9_Release(offscreen_surface); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0); ok(SUCCEEDED(hr), "Clear 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, 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_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, MAKEFOURCC('N','V','D','B')); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); tmpvalue.f = 0.625; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); tmpvalue.f = 0.75; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_W, tmpvalue.d); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); tmpvalue.f = 0.75; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); color = getPixelColor(device, 150, 130); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 200); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 300-5); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 300+5); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ color = getPixelColor(device, 150, 330); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 360-5); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ color = getPixelColor(device, 150, 360+5); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); } static void depth_buffer_test(IDirect3DDevice9 *device) { static const struct vertex quad1[] = { { -1.0, 1.0, 0.33f, 0xff00ff00}, { 1.0, 1.0, 0.33f, 0xff00ff00}, { -1.0, -1.0, 0.33f, 0xff00ff00}, { 1.0, -1.0, 0.33f, 0xff00ff00}, }; static const struct vertex quad2[] = { { -1.0, 1.0, 0.50f, 0xffff00ff}, { 1.0, 1.0, 0.50f, 0xffff00ff}, { -1.0, -1.0, 0.50f, 0xffff00ff}, { 1.0, -1.0, 0.50f, 0xffff00ff}, }; static const struct vertex quad3[] = { { -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}, }; static const DWORD expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; IDirect3DSurface9 *backbuffer, *rt1, *rt2, *rt3; 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_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 320, 240, 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_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt3, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt3); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 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); 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, rt1); 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, rt2); ok(SUCCEEDED(hr), "SetRenderTarget 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, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); 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, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); 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, expected_colors[i][j], 0), "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface9_Release(backbuffer); IDirect3DSurface9_Release(rt3); IDirect3DSurface9_Release(rt2); IDirect3DSurface9_Release(rt1); } /* 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); 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); IDirect3DSurface9_Release(backbuffer); IDirect3DSurface9_Release(rt2); IDirect3DSurface9_Release(rt1); } static void depth_blit_test(IDirect3DDevice9 *device) { static const struct vertex quad1[] = { { -1.0, 1.0, 0.50f, 0xff00ff00}, { 1.0, 1.0, 0.50f, 0xff00ff00}, { -1.0, -1.0, 0.50f, 0xff00ff00}, { 1.0, -1.0, 0.50f, 0xff00ff00}, }; static const struct vertex quad2[] = { { -1.0, 1.0, 0.66f, 0xff0000ff}, { 1.0, 1.0, 0.66f, 0xff0000ff}, { -1.0, -1.0, 0.66f, 0xff0000ff}, { 1.0, -1.0, 0.66f, 0xff0000ff}, }; static const DWORD expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; IDirect3DSurface9 *backbuffer, *ds1, *ds2, *ds3; RECT src_rect, dst_rect; 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_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL); ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 320, 240, D3DFMT_D24S8, 0, 0, FALSE, &ds3, NULL); ok(SUCCEEDED(hr), "CreateDepthStencilSurface 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_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_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); SetRect(&dst_rect, 0, 0, 480, 360); hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); SetRect(&dst_rect, 0, 0, 320, 240); hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); /* Partial blit. */ SetRect(&src_rect, 0, 0, 320, 240); SetRect(&dst_rect, 0, 0, 320, 240); hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Flipped. */ SetRect(&src_rect, 0, 0, 640, 480); SetRect(&dst_rect, 0, 480, 640, 0); hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Full, explicit. */ SetRect(&src_rect, 0, 0, 640, 480); SetRect(&dst_rect, 0, 0, 640, 480); hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); /* Filtered blit. */ hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); /* Depth -> color blit.*/ hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); IDirect3DSurface9_Release(backbuffer); /* Full surface, different sizes */ hr = IDirect3DDevice9_StretchRect(device, ds3, NULL, ds1, NULL, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice9_StretchRect(device, ds1, NULL, ds3, NULL, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); 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, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); 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, expected_colors[i][j], 0), "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface9_Release(ds3); IDirect3DSurface9_Release(ds2); IDirect3DSurface9_Release(ds1); } static void intz_test(IDirect3DDevice9 *device) { 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}, }, half_quad_1[] = { { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 0.0f, 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}, }, half_quad_2[] = { { -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, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, 0.0f, 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)}, }; IDirect3DSurface9 *original_ds, *original_rt, *rt; IDirect3DTexture9 *texture; IDirect3DPixelShader9 *ps; IDirect3DSurface9 *ds; IDirect3D9 *d3d9; D3DCAPS9 caps; HRESULT hr; UINT i; 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"); return; } if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); return; } hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); 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 INTZ test.\n"); return; } IDirect3D9_Release(d3d9); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, 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 = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); 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, using the INTZ texture as depth buffer */ hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear 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_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture 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, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); /* Render onscreen while using the INTZ texture as depth buffer */ hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear 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_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture 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, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear 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, half_quad_1, sizeof(*half_quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "SetRenderTarget 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, half_quad_2, sizeof(*half_quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture 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, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(original_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(original_rt); IDirect3DSurface9_Release(rt); } static void shadow_test(IDirect3DDevice9 *device) { 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 0C0, r1 */ 0x0000ffff, /* end */ }; struct { D3DFORMAT format; const char *name; } formats[] = { {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"}, {D3DFMT_D32, "D3DFMT_D32"}, {D3DFMT_D15S1, "D3DFMT_D15S1"}, {D3DFMT_D24S8, "D3DFMT_D24S8"}, {D3DFMT_D24X8, "D3DFMT_D24X8"}, {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"}, {D3DFMT_D16, "D3DFMT_D16"}, {D3DFMT_D32F_LOCKABLE, "D3DFMT_D32F_LOCKABLE"}, {D3DFMT_D24FS8, "D3DFMT_D24FS8"}, }; struct { float x, y, z; float s, t, p, q; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f}, }; struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { {400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, }; IDirect3DSurface9 *original_ds, *original_rt, *rt; IDirect3DPixelShader9 *ps; IDirect3D9 *d3d9; D3DCAPS9 caps; HRESULT hr; UINT i; 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 shadow test.\n"); return; } hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); 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); for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { D3DFORMAT format = formats[i].format; IDirect3DTexture9 *texture; IDirect3DSurface9 *ds; unsigned int j; hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format); if (FAILED(hr)) continue; hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear 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_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Do the actual shadow mapping. */ 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, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j) { D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y); ok(color_match(color, expected_colors[j].color, 0), "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, formats[i].name, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); } hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); IDirect3DPixelShader9_Release(ps); hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(original_ds); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(rt); IDirect3D9_Release(d3d9); } static void clip_planes(IDirect3DDevice9 *device, const char *test_name) { const struct vertex quad1[] = { {-1.0f, -1.0f, 0.0f, 0xfff9e814}, { 1.0f, -1.0f, 0.0f, 0xfff9e814}, {-1.0f, 1.0f, 0.0f, 0xfff9e814}, { 1.0f, 1.0f, 0.0f, 0xfff9e814}, }; const struct vertex quad2[] = { {-1.0f, -1.0f, 0.0f, 0xff002b7f}, { 1.0f, -1.0f, 0.0f, 0xff002b7f}, {-1.0f, 1.0f, 0.0f, 0xff002b7f}, { 1.0f, 1.0f, 0.0f, 0xff002b7f}, }; D3DCOLOR color; HRESULT hr; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x1); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); color = getPixelColor(device, 1, 240); ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); color = getPixelColor(device, 638, 240); ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); color = getPixelColor(device, 1, 241); ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); color = getPixelColor(device, 638, 241); ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); } static void clip_planes_test(IDirect3DDevice9 *device) { const float plane0[4] = {0.0f, 1.0f, 0.0f, 0.5f / 480.0f}; /* a quarter-pixel offset */ const DWORD shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *shader; IDirect3DTexture9 *offscreen = NULL; IDirect3DSurface9 *offscreen_surface, *original_rt; HRESULT hr; hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget 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, 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_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); IDirect3DDevice9_SetClipPlane(device, 0, plane0); clip_planes(device, "Onscreen FFP"); hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(offscreen, 0, &offscreen_surface); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); clip_planes(device, "Offscreen FFP"); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); clip_planes(device, "Onscreen vertex shader"); hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); clip_planes(device, "Offscreen vertex shader"); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); IDirect3DVertexShader9_Release(shader); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(offscreen_surface); IDirect3DTexture9_Release(offscreen); } static void fp_special_test(IDirect3DDevice9 *device) { static const DWORD vs_header[] = { 0xfffe0200, /* vs_2_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ }; static const DWORD vs_log[] = {0x0200000f, 0x80010000, 0x90000001}; /* log r0.x, v1.x */ static const DWORD vs_pow[] = {0x03000020, 0x80010000, 0x90000001, 0x90000001}; /* pow r0.x, v1.x, v1.x */ static const DWORD vs_nrm[] = {0x02000024, 0x80070000, 0x90000001}; /* nrm r0.xyz, v1.x */ static const DWORD vs_rcp1[] = {0x02000006, 0x80010000, 0x90000001}; /* rcp r0.x, v1.x */ static const DWORD vs_rcp2[] = {0x02000006, 0x80010000, 0x91000001}; /* rcp r0.x, -v1.x */ static const DWORD vs_rsq1[] = {0x02000007, 0x80010000, 0x90000001}; /* rsq r0.x, v1.x */ static const DWORD vs_rsq2[] = {0x02000007, 0x80010000, 0x91000001}; /* rsq r0.x, -v1.x */ static const DWORD vs_lit[] = {0x02000010, 0x800f0000, 0x90000001, /* lit r0, v1.xxxx */ 0x02000001, 0x80010000, 0x80aa0000}; /* mov r0.x, v0.z */ static const DWORD vs_footer[] = { 0x03000005, 0x80020000, 0x80000000, 0xa0ff0000, /* mul r0.y, r0.x, c0.w */ 0x0300000d, 0x80040000, 0x80000000, 0x80550000, /* sge r0.z, r0.x, r0.y */ 0x0300000d, 0x80020000, 0x80e40000, 0x80000000, /* sge r0.y, r0, r0.x */ 0x03000005, 0x80040000, 0x80550000, 0x80e40000, /* mul r0.z, r0.y, r0 */ 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ 0x0300000c, 0x80020000, 0x80000000, 0x80000000, /* slt r0.y, r0.x, r0.x */ 0x03000002, 0x80040000, 0x80550000, 0x80550000, /* add r0.z, r0.y, r0.y */ 0x0300000c, 0x80020000, 0xa0000000, 0x80ff0000, /* slt r0.y, c0.x, r0.w */ 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ 0x03000002, 0x80040000, 0x81550000, 0xa0e40000, /* add r0.z, -r0.y, c0 */ 0x0300000c, 0x80080000, 0xa0000000, 0x80e40000, /* slt r0.w, c0.x, r0 */ 0x03000005, 0x80040000, 0x80ff0000, 0x80e40000, /* mul r0.z, r0.w, r0 */ 0x04000004, 0x80020000, 0x80aa0000, 0xa0e40000, 0x80e40000, /* mad r0.y, r0.z, c0, r0 */ 0x02000001, 0xe0030000, 0x80e40000, /* mov oT0.xy, r0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff, /* end */ }; static const struct { const char *name; const DWORD *ops; DWORD size; D3DCOLOR r600; D3DCOLOR nv40; D3DCOLOR nv50; } vs_body[] = { /* The basic ideas here are: * 2.0 * +/-INF == +/-INF * NAN != NAN * * The vertex shader value is written to the red component, with 0.0 * and +/-INF mapping to 0xff, and NAN to 0x7f. Anything else should * result in 0x00. The pixel shader value is written to the green * component, but here 0.0 also results in 0x00. The actual value is * written to the blue component. * * There are considerable differences between graphics cards in how * these are handled, but pow and nrm never generate INF or NAN. */ {"log", vs_log, sizeof(vs_log), 0x00000000, 0x00ff0000, 0x00ff7f00}, {"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x0000ff00, 0x000000ff}, {"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x0000ff00, 0x00ff0000}, {"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x00ff00ff, 0x00ff7f00}, {"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x00000000, 0x00ff0000, 0x00ff7f00}, {"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x00ff00ff, 0x00ff7f00}, {"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x00ff00ff, 0x00ff7f00}, {"lit", vs_lit, sizeof(vs_lit), 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; static const DWORD ps_code[] = { 0xffff0200, /* ps_2_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ 0x0200001f, 0x80000000, 0xb0030000, /* dcl t0.xy */ 0x0300000b, 0x80010001, 0xb0e40000, 0xa0e40000, /* max r1.x, t0, c0 */ 0x0300000a, 0x80010000, 0xb0e40000, 0xa0e40000, /* min r0.x, t0, c0 */ 0x03000002, 0x80010000, 0x80e40000, 0x81e40001, /* add r0.x, r0, -r1 */ 0x04000004, 0x80010001, 0xb0e40000, 0xa0ff0000, 0xb1e40000, /* mad r1.x, t0, c0.w. -t0 */ 0x02000023, 0x80010002, 0x80e40001, /* abs r2.x, r1 */ 0x02000023, 0x80010000, 0x80e40000, /* abs r0.x, r0 */ 0x02000023, 0x80010001, 0xb0e40000, /* abs r1.x, t0 */ 0x04000058, 0x80010002, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r2, c0.z, c0 */ 0x02000023, 0x80010002, 0x80e40002, /* abs r2.x, r2 */ 0x04000058, 0x80010001, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r1.x, -r1, c0.z, c0 */ 0x02000023, 0x80010001, 0x80e40001, /* abs r1.x, r1 */ 0x04000058, 0x80010003, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r3.x, -r2, c0.z, c0 */ 0x04000058, 0x80010002, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r1, c0.z, c0 */ 0x04000058, 0x80010000, 0x81e40000, 0xa0550000, 0xa0e40000, /* cmp r0.x, -r0, c0.y, c0 */ 0x03000005, 0x80010002, 0x80e40002, 0x80e40003, /* mul r2.x, r2, r3 */ 0x04000058, 0x80010000, 0x81e40002, 0xa0aa0000, 0x80e40000, /* cmp r0.x, -r2, c0.z, r0 */ 0x04000058, 0x80020000, 0x81000001, 0x80000000, 0xa0000000, /* cmp r0.y, -r1.x, r0.x, c0.x */ 0x02000001, 0x80050000, 0xb0c90000, /* mov r0.xz, t0.yzxw */ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.w, c0.z */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; struct { float x, y, z; float s; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f}, { 1.0f, 1.0f, 1.0f, 0.0f}, { -1.0f, -1.0f, 0.0f, 0.0f}, { 1.0f, -1.0f, 1.0f, 0.0f}, }; IDirect3DPixelShader9 *ps; UINT body_size = 0; DWORD *vs_code; D3DCAPS9 caps; HRESULT hr; UINT i; hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No shader model 2.0 support, skipping floating point specials test.\n"); return; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE1(0)); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) { if (vs_body[i].size > body_size) body_size = vs_body[i].size; } vs_code = HeapAlloc(GetProcessHeap(), 0, sizeof(vs_header) + body_size + sizeof(vs_footer)); memcpy(vs_code, vs_header, sizeof(vs_header)); for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) { DWORD offset = sizeof(vs_header) / sizeof(*vs_header); IDirect3DVertexShader9 *vs; D3DCOLOR color; memcpy(vs_code + offset, vs_body[i].ops, vs_body[i].size); offset += vs_body[i].size / sizeof(*vs_body[i].ops); memcpy(vs_code + offset, vs_footer, sizeof(vs_footer)); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "SetVertexShader 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); color = getPixelColor(device, 320, 240); ok(color_match(color, vs_body[i].r600, 1) || color_match(color, vs_body[i].nv40, 1) || color_match(color, vs_body[i].nv50, 1), "Expected color 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n", vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); IDirect3DVertexShader9_Release(vs); } HeapFree(GetProcessHeap(), 0, vs_code); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); IDirect3DPixelShader9_Release(ps); } static void srgbwrite_format_test(IDirect3DDevice9 *device) { IDirect3D9 *d3d; IDirect3DSurface9 *rt, *backbuffer; IDirect3DTexture9 *texture; HRESULT hr; int i; DWORD color_rgb = 0x00808080, color_srgb = 0x00bcbcbc, color; static const struct { D3DFORMAT fmt; const char *name; } formats[] = { { D3DFMT_R5G6B5, "D3DFMT_R5G6B5" }, { D3DFMT_X8R8G8B8, "D3DFMT_X8R8G8B8" }, { D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8" }, { D3DFMT_A16B16G16R16F, "D3DFMT_A16B16G16R16F" }, { D3DFMT_A32B32G32R32F, "D3DFMT_A32B32G32R32F" }, }; static const struct { float x, y, z; float u, v; } quad[] = { {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} }; hr = IDirect3DDevice9_GetDirect3D(device, &d3d); ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for(i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) { if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, formats[i].fmt))) { skip("Format %s not supported as render target, skipping test.\n", formats[i].name); continue; } hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, D3DUSAGE_RENDERTARGET, formats[i].fmt, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &rt); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); } IDirect3DSurface9_Release(rt); IDirect3DTexture9_Release(texture); color = getPixelColor(device, 360, 240); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE, formats[i].fmt) == D3D_OK) { /* Big slop for R5G6B5 */ ok(color_match(color, color_srgb, 5), "Format %s supports srgb, expected color 0x%08x, got 0x%08x\n", formats[i].name, color_srgb, color); } else { /* Big slop for R5G6B5 */ ok(color_match(color, color_rgb, 5), "Format %s does not support srgb, expected color 0x%08x, got 0x%08x\n", formats[i].name, color_rgb, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); } hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); IDirect3D9_Release(d3d); IDirect3DSurface9_Release(backbuffer); } static void ds_size_test(IDirect3DDevice9 *device) { IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback; HRESULT hr; DWORD num_passes; struct { float x, y, z; } quad[] = { {-1.0, -1.0, 0.0 }, {-1.0, 1.0, 0.0 }, { 1.0, -1.0, 0.0 }, { 1.0, 1.0, 0.0 } }; hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &old_ds); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); /* The D3DCLEAR_TARGET clear works. D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER returns OK, * but does not change the surface's contents. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000FF, 0.0f, 0); ok(SUCCEEDED(hr), "Target clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.2f, 0); ok(SUCCEEDED(hr), "Z Buffer clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0); ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr); /* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */ /* Turning on any depth-related state results in a ValidateDevice failure */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); /* Try to draw with the device in an invalid state */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); /* Don't check the resulting draw unless we find an app that needs it. On nvidia ValidateDevice * returns CONFLICTINGRENDERSTATE, so the result is undefined. On AMD d3d seems to assume the * stored Z buffer value is 0.0 for all pixels, even those that are covered by the depth buffer */ } hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, old_ds); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(old_rt); IDirect3DSurface9_Release(old_ds); } static void unbound_sampler_test(IDirect3DDevice9 *device) { HRESULT hr; IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume; IDirect3DSurface9 *rt, *old_rt; DWORD color; static const DWORD ps_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; static const DWORD ps_code_cube[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x98000000, 0xa00f0800, /* dcl_cube s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; static const DWORD ps_code_volume[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; static const struct { float x, y, z; float u, v; } quad[] = { {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} }; hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStage failed, %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 ); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x56ffffff, 0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); } color = getPixelColorFromSurface(rt, 32, 32); ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); /* Now try with a cube texture */ hr = IDirect3DDevice9_SetPixelShader(device, ps_cube); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); } color = getPixelColorFromSurface(rt, 32, 32); ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); /* And then with a volume texture */ hr = IDirect3DDevice9_SetPixelShader(device, ps_volume); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); } color = getPixelColorFromSurface(rt, 32, 32); ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(old_rt); IDirect3DPixelShader9_Release(ps); IDirect3DPixelShader9_Release(ps_cube); IDirect3DPixelShader9_Release(ps_volume); } static void update_surface_test(IDirect3DDevice9 *device) { static const BYTE blocks[][8] = { {0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00}, /* White */ {0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Red */ {0xe0, 0xff, 0xe0, 0xff, 0x00, 0x00, 0x00, 0x00}, /* Yellow */ {0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Green */ {0xff, 0x07, 0xff, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Cyan */ {0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00}, /* Blue */ {0x1f, 0xf8, 0x1f, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Magenta */ }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 18, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0xff)}, { 57, 240, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff)}, {109, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0xff)}, {184, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {290, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, {440, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, {584, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, }; static const struct { float x, y, z, w; float u, v; } tri[] = { { 0.0f, 480.0f, 0.0f, 1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, {640.0f, 240.0f, 0.0f, 10.0f, 100.0f, 0.5f}, }; static const RECT rect_2x2 = {0, 0, 2, 2}; static const struct { UINT src_level; UINT dst_level; const RECT *r; HRESULT hr; } block_size_tests[] = { {1, 0, NULL, D3D_OK}, {0, 1, NULL, D3DERR_INVALIDCALL}, {5, 4, NULL, D3DERR_INVALIDCALL}, {4, 5, NULL, D3DERR_INVALIDCALL}, {4, 5, &rect_2x2, D3DERR_INVALIDCALL}, {5, 5, &rect_2x2, D3D_OK}, }; IDirect3DSurface9 *src_surface, *dst_surface; IDirect3DTexture9 *src_tex, *dst_tex; IDirect3D9 *d3d; UINT count, i; HRESULT hr; hr = IDirect3DDevice9_GetDirect3D(device, &d3d); ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1); IDirect3D9_Release(d3d); if (FAILED(hr)) { skip("DXT1 not supported, skipping test.\n"); return; } IDirect3D9_Release(d3d); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_SYSTEMMEM, &src_tex, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &dst_tex, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); count = IDirect3DTexture9_GetLevelCount(src_tex); ok(count == 7, "Got level count %u, expected 7.\n", count); for (i = 0; i < count; ++i) { UINT row_count, block_count, x, y; D3DSURFACE_DESC desc; BYTE *row, *block; D3DLOCKED_RECT r; hr = IDirect3DTexture9_GetLevelDesc(src_tex, i, &desc); ok(SUCCEEDED(hr), "Failed to get level desc, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(src_tex, i, &r, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); row_count = ((desc.Height + 3) & ~3) / 4; block_count = ((desc.Width + 3) & ~3) / 4; row = r.pBits; for (y = 0; y < row_count; ++y) { block = row; for (x = 0; x < block_count; ++x) { memcpy(block, blocks[i], sizeof(blocks[i])); block += sizeof(blocks[i]); } row += r.Pitch; } hr = IDirect3DTexture9_UnlockRect(src_tex, i); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); } for (i = 0; i < sizeof(block_size_tests) / sizeof(*block_size_tests); ++i) { hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, block_size_tests[i].src_level, &src_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, block_size_tests[i].dst_level, &dst_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, src_surface, block_size_tests[i].r, dst_surface, NULL); ok(hr == block_size_tests[i].hr, "Update surface returned %#x for test %u, expected %#x.\n", hr, i, block_size_tests[i].hr); IDirect3DSurface9_Release(dst_surface); IDirect3DSurface9_Release(src_surface); } for (i = 0; i < count; ++i) { hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, i, &src_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, i, &dst_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, src_surface, NULL, dst_surface, NULL); ok(SUCCEEDED(hr), "Failed to update surface at level %u, hr %#x.\n", i, hr); IDirect3DSurface9_Release(dst_surface); IDirect3DSurface9_Release(src_surface); } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)dst_tex); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 1, tri, sizeof(*tri)); 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, 0), "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, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); IDirect3DTexture9_Release(dst_tex); IDirect3DTexture9_Release(src_tex); } static void multisample_get_rtdata_test(IDirect3DDevice9 *device) { IDirect3DSurface9 *original_ds, *original_rt, *rt, *readback; IDirect3D9 *d3d9; HRESULT hr; hr = IDirect3DDevice9_GetDirect3D(device, &d3d9); ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr); hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL); IDirect3D9_Release(d3d9); if (FAILED(hr)) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n"); return; } hr = IDirect3DDevice9_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 256, 256, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); ok(SUCCEEDED(hr), "Failed to create readback surface, 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, &original_ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, 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); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); IDirect3DSurface9_Release(original_ds); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(rt); } static void multisampled_depth_buffer_test(IDirect3D9 *d3d9) { IDirect3DDevice9 *device = 0; IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds; D3DCAPS9 caps; HRESULT hr; D3DPRESENT_PARAMETERS present_parameters; unsigned int i; static const struct { float x, y, z; D3DCOLOR color; } quad_1[] = { { -1.0f, 1.0f, 0.0f, 0xffff0000}, { 1.0f, 1.0f, 1.0f, 0xffff0000}, { -1.0f, -1.0f, 0.0f, 0xffff0000}, { 1.0f, -1.0f, 1.0f, 0xffff0000}, }, quad_2[] = { { -1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, 1.0f, 0.0f, 0xff0000ff}, { -1.0f, -1.0f, 1.0f, 0xff0000ff}, { 1.0f, -1.0f, 0.0f, 0xff0000ff}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, {560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, { 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, {560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, }; 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 multisampled depth buffer 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 multisampled depth buffer 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 = 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_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n"); goto cleanup; } 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_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_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_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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); /* Render onscreen and then offscreen */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set 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_2, sizeof(*quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColorFromSurface(readback, 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_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Render offscreen and then onscreen */ hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); 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_1, sizeof(*quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to set 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_2, sizeof(*quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColorFromSurface(readback, 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); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(original_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_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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear depth buffer, 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_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_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL); ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, 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, &original_ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); 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_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); /* Render to a multisampled offscreen frame buffer and then blit to * the onscreen (not multisampled) frame buffer. */ 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_1, sizeof(*quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, ds, NULL, original_ds, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\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, original_ds); 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_2, sizeof(*quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); if (i % 4 < 2) todo_wine 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); else 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_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); IDirect3DSurface9_Release(original_ds); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(rt); 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); } static void zenable_test(IDirect3DDevice9 *device) { static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, }; D3DCOLOR color; D3DCAPS9 caps; HRESULT hr; UINT x, y; UINT i, j; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_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), "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { static const DWORD vs_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ 0x0000ffff }; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff /* end */ }; static const struct vec3 quad[] = { {-1.0f, -1.0f, -0.5f}, {-1.0f, 1.0f, -0.5f}, { 1.0f, -1.0f, 1.5f}, { 1.0f, 1.0f, 1.5f}, }; static const D3DCOLOR expected[] = { 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, }; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_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, expected[i * 4 + j], 1), "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); IDirect3DPixelShader9_Release(ps); IDirect3DVertexShader9_Release(vs); } } START_TEST(visual) { IDirect3D9 *d3d9; IDirect3DDevice9 *device_ptr; D3DCAPS9 caps; HRESULT hr; DWORD color; d3d9_handle = LoadLibraryA("d3d9.dll"); if (!d3d9_handle) { skip("Could not load d3d9.dll\n"); return; } device_ptr = init_d3d9(); if (!device_ptr) { skip("Creating the device failed\n"); return; } IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps); /* Check for the reliability of the returned data */ hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); if(FAILED(hr)) { skip("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } color = getPixelColor(device_ptr, 1, 1); if(color !=0x00ff0000) { skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { skip("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } color = getPixelColor(device_ptr, 639, 479); if(color != 0x0000ddee) { skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); /* Now execute the real tests */ depth_clamp_test(device_ptr); stretchrect_test(device_ptr); lighting_test(device_ptr); clear_test(device_ptr); color_fill_test(device_ptr); fog_test(device_ptr); if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) { test_cube_wrap(device_ptr); } else { skip("No cube texture support\n"); } z_range_test(device_ptr); if(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) { maxmip_test(device_ptr); } else { skip("No mipmap support\n"); } offscreen_test(device_ptr); ds_size_test(device_ptr); alpha_test(device_ptr); shademode_test(device_ptr); srgbtexture_test(device_ptr); release_buffer_test(device_ptr); float_texture_test(device_ptr); g16r16_texture_test(device_ptr); pixelshader_blending_test(device_ptr); texture_transform_flags_test(device_ptr); autogen_mipmap_test(device_ptr); fixed_function_decl_test(device_ptr); conditional_np2_repeat_test(device_ptr); fixed_function_bumpmap_test(device_ptr); if(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) { stencil_cull_test(device_ptr); } else { skip("No two sided stencil support\n"); } pointsize_test(device_ptr); tssargtemp_test(device_ptr); np2_stretch_rect_test(device_ptr); yuv_color_test(device_ptr); zwriteenable_test(device_ptr); alphatest_test(device_ptr); viewport_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { test_constant_clamp_vs(device_ptr); test_compare_instructions(device_ptr); } else skip("No vs_1_1 support\n"); if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) { test_mova(device_ptr); loop_index_test(device_ptr); sincos_test(device_ptr); sgn_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) { test_vshader_input(device_ptr); test_vshader_float16(device_ptr); stream_test(device_ptr); } else { skip("No vs_3_0 support\n"); } } else skip("No vs_2_0 support\n"); if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) { fog_with_shader_test(device_ptr); } else skip("No vs_2_0 and ps_2_0 support\n"); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { texbem_test(device_ptr); texdepth_test(device_ptr); texkill_test(device_ptr); x8l8v8u8_test(device_ptr); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) { constant_clamp_ps_test(device_ptr); cnd_test(device_ptr); if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) { dp2add_ps_test(device_ptr); unbound_sampler_test(device_ptr); if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) { nested_loop_test(device_ptr); pretransformed_varying_test(device_ptr); vFace_register_test(device_ptr); vpos_register_test(device_ptr); multiple_rendertargets_test(device_ptr); } else { skip("No ps_3_0 or vs_3_0 support\n"); } } else { skip("No ps_2_0 support\n"); } } } else skip("No ps_1_1 support\n"); texop_test(device_ptr); texop_range_test(device_ptr); alphareplicate_test(device_ptr); dp3_alpha_test(device_ptr); depth_buffer_test(device_ptr); depth_buffer2_test(device_ptr); depth_blit_test(device_ptr); intz_test(device_ptr); shadow_test(device_ptr); fp_special_test(device_ptr); depth_bounds_test(device_ptr); srgbwrite_format_test(device_ptr); clip_planes_test(device_ptr); update_surface_test(device_ptr); multisample_get_rtdata_test(device_ptr); zenable_test(device_ptr); hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9); ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr); cleanup_device(device_ptr); device_ptr = NULL; multisampled_depth_buffer_test(d3d9); resz_test(d3d9); IDirect3D9_Release(d3d9); cleanup: cleanup_device(device_ptr); }