/* * Copyright 2005, 2007 Henri Verbeet * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) * * 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 colos 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 #include "wine/test.h" static HMODULE d3d9_handle = 0; 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_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); return ret; } static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface9 *surf; 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 ) /* This is not a test */ { trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr)); return 0xdeadbeef; } hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf); if(FAILED(hr)) { trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr)); ret = 0xdeadbeed; goto out; } hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr)); ret = 0xdeadbeec; 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=%s\n", DXGetErrorString9(hr)); } out: 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; 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); ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n"); if (!d3d9_ptr) return NULL; ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = FALSE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr)); return device_ptr; } 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; 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 %s\n", DXGetErrorString9(hr)); /* Setup some states that may cause issues */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, nfvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); } static void clear_test(IDirect3DDevice9 *device) { /* Tests the correctness of clearing parameters */ HRESULT hr; D3DRECT rect[2]; D3DRECT rect_negneg; DWORD color; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(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. Shows that a positive value is returned, but the negative rectangle * is ignored, the positive is still cleared afterwards */ hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.x1 = 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, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); 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 */ 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); } typedef struct { float in[4]; DWORD out; } test_data_t; /* * c7 rounded ARGB * -2.4 -2 0x00ffff00 * -1.6 -2 0x00ffff00 * -0.4 0 0x0000ffff * 0.4 0 0x0000ffff * 1.6 2 0x00ff00ff * 2.4 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 test_data_t test_data[] = { {{-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; HRESULT hr; int i; hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); ok(SUCCEEDED(hr), "SetVertexShader 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); for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i) { DWORD color; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[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); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); color = getPixelColor(device, 320, 240); ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear 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); } 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; DWORD color; float start = 0.0f, end = 1.0f; D3DCAPS9 caps; /* Gets full z based fog with linear fog, no fog with specular color */ struct sVertex unstransformed_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 unstransformed_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 }, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr)); if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(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, unstransformed_1, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); /* That makes it use the Z value */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(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, unstransformed_2, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); /* transformed verts */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(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])); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr)); } else { ok(FALSE, "BeginScene failed\n"); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); 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 == 0x0000FF00, "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 == 0x0000FF00, "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"); } /* 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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(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, unstransformed_1, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr)); } else { ok(FALSE, "BeginScene failed\n"); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); ok(color == 0x0000FF00, "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000FF00, "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); /* 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 %s\n", DXGetErrorString9(hr)); start = 0.0; end = 1.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog end returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(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. */ 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; D3DLOCKED_RECT locked_rect; HRESULT hr; INT x, 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 = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD); 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); hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr); /* Create cube faces */ for (face = 0; face < 6; ++face) { IDirect3DSurface9 *face_surface = NULL; 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 %s\n", DXGetErrorString9(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); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Due to the nature of this test, we sample essentially at the edge * between two faces. Because of this it's undefined from which face * the driver will sample. Furtunately that's not important for this * test, since all we care about is that it doesn't sample from the * other side of the surface or from the border. */ color = getPixelColor(device, 320, 240); ok(color == 0x00ff0000 || color == 0x000000ff, "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n", color, address_modes[x].name); 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 = %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %s\n", DXGetErrorString9(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 || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %s\n", DXGetErrorString9(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 = %s\n", DXGetErrorString9(hr)); if(!backbuffer) { goto out; } hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %s\n", DXGetErrorString9(hr)); if(!offscreen) { goto out; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetFVF failed, hr = %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_NONE); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_NONE); 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 %s\n", DXGetErrorString9(hr)); if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr)); /* Draw without textures - Should resut in a white quad */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString9(hr)); /* This time with the texture */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_EndScene(device); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* 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); } out: hr = IDirect3DDevice9_SetTexture(device, 0, NULL); /* restore things */ if(backbuffer) { IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); 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 * What's not tested: non linear fog with shader * table fog with foggy vertex 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 pixel shader */ static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */ 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[3] = {NULL, NULL, NULL}; IDirect3DPixelShader9 *pixel_shader[2] = {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, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 3, 0, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, /* vertex shader */ {1, 0, 0, 0, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, /* vertex shader and pixel shader */ {1, 1, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, #if 0 /* FIXME: these fail on GeForce 8500 */ /* foggy vertex shader */ {2, 0, 0, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 1, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 2, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 3, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, #endif /* foggy vertex shader and pixel shader */ {2, 1, 0, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 1, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 2, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 3, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 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=0.9f; end.f=0.1f; 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_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); 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); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j]) && abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13 && abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13, "fog ps%i vs%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]); } } /* 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]); IDirect3DPixelShader9_Release(pixel_shader[1]); IDirect3DVertexDeclaration9_Release(vertex_declaration); } /* test the behavior of the texbem instruction * with normal 2D and projective 2D textures */ static void texbem_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; unsigned int i, x, y; 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 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 assymetric 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[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, D3DLOCK_DISCARD); 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); } 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); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); color = getPixelColor(device, 320-32, 240); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320+32, 240); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240-32); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240+32); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); 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_SetTexture(device, i, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DCubeTexture9_Release(texture[i]); } } 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; 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() }; /* 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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); /* Test the transformed vertex path */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%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); ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\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); ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* Test the shader path */ hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); if(FAILED(hr)) { skip("Can't create test vertex shader, most likely shaders not supported\n"); goto out; } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); } IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr)); IDirect3DVertexDeclaration9_Release(decl); IDirect3DVertexShader9_Release(shader); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* 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); out: hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DSurface9_LockRect(surface, &l, NULL, D3DLOCK_DISCARD); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } static void maxmip_test(IDirect3DDevice9 *device) { IDirect3DTexture9 *texture = NULL; IDirect3DSurface9 *surface = NULL; HRESULT hr; DWORD color; const float 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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %s\n", DXGetErrorString9(hr)); if(!texture) { skip("Failed to create test texture\n"); return; } hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); fill_surface(surface, 0xffff0000); IDirect3DSurface9_Release(surface); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface); fill_surface(surface, 0xff00ff00); IDirect3DSurface9_Release(surface); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface); fill_surface(surface, 0xff0000ff); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[ 0], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[20], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[40], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%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, "MapMip 0, no mipfilter has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00FF0000, "MapMip 3, no mipfilter has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00FF0000, "MapMip 2, no mipfilter has color %08x\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00FF0000, "MapMip 1, no mipfilter has color %08x\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[ 0], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[20], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[40], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); } hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\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, "MapMip 0, point mipfilter has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x000000FF, "MapMip 3, point mipfilter has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000FF, "MapMip 2, point mipfilter has color %08x\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000FF00, "MapMip 1, point mipfilter has color %08x\n", color); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %s\n", DXGetErrorString9(hr)); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer9_Unlock(ib); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetIndices(device, ib); ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); /* Now destroy the bound index buffer and draw again */ ref = IDirect3DIndexBuffer9_Release(ib); ok(ref == 0, "Index Buffer reference count is %08ld\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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); data = lr.pBits; *data = 0.0; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr)); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 240, 320); ok(color == 0x0000FFFF, "R32F with value 0.0 has color %08x, expected 0x0000FFFF\n", color); out: if(texture) IDirect3DTexture9_Release(texture); IDirect3D9_Release(d3d); } 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; IDirect3DVertexDeclaration9 *decl, *decl2; 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() }; 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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreateTexture(device, caps.MaxTextureWidth, caps.MaxTextureHeight, 1, 0, fmt, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); for(y = 0; y < caps.MaxTextureHeight; y++) { for(x = 0; x < caps.MaxTextureWidth; x++) { double r_f = (double) y / (double) caps.MaxTextureHeight; double g_f = (double) x / (double) caps.MaxTextureWidth; 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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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? */ 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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 160, 360); ok(color == 0x00FFFF00 || color == 0x00FEFE00, "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 == 0x0000FF00 || color == 0x0000FE00, "quad 3 has color %08x, expected 0x0000FF00\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00FF0000 || 0x00FE0000, "quad 4 has color %08x, expected 0x00FF0000\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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); /* What does this mean? Not sure... */ 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 %s\n", DXGetErrorString9(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? */ 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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 160, 360); ok(color == 0x00FF0000 || color == 0x00FE0000, "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 == 0x00ff8000 || color == 0x00fe7f00, "quad 3 has color %08x, expected 0x00ff8000\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0033cc00 || color == 0x0032cb00, "quad 4 has color %08x, expected 0x0033cc00\n", color); IDirect3DTexture9_Release(texture); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume); ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 the blue color is missing, so it is an output modification */ 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 4 */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); 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 %s\n", DXGetErrorString9(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 */ memset(mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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, "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, "quad 4 has color %08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); /* Default values? 4 coords used, 3 passed. What happens to the 4th? */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); 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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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 */ IDirect3DVolumeTexture9_Release(volume); out: hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr)); IDirect3DVertexDeclaration9_Release(decl); IDirect3DVertexDeclaration9_Release(decl2); } 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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); /* Fill the depth buffer with a gradient */ hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 1, 240); ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 1, 240); ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 638, 240); ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 638, 240); ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr)); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr)); IDirect3DPixelShader9_Release(shader); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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); } 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"); }; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(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); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 578, 430); ok(color == 0x008262ca, "D3DFMT_X8L8V8U8 = 0x112131ca returns color %08x, expected 0x008262ca\n", color); 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); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 578, 430); ok(color == 0x00ffffff, "w component of D3DFMT_X8L8V8U8 = 0x11ca3141 returns color %08x\n", color); 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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr)); IDirect3DTexture9_Release(texture); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); 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); } 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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr)); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetVertexShader(device, shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 160, 360); ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81, "quad 1 has color %08x, expected 0x00bfbf80\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81, "quad 2 has color %08x, expected 0x00bfbf80\n", color); if(shader_20) { color = getPixelColor(device, 160, 120); ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81, "quad 3 has color %08x, expected 0x00bfbf80\n", color); } if(shader_20_2) { color = getPixelColor(device, 480, 120); ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81, "quad 4 has color %08x, expected 0x00bfbf80\n", color); } 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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr)); if(SUCCEEDED(hr)) { hr = IDirect3DDevice9_SetPixelShader(device, shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr)); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr)); color = getPixelColor(device, 160, 360); ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100, "quad 1 has color %08x, expected 0x00808000\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100, "quad 2 has color %08x, expected 0x00808000\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100, "quad 3 has color %08x, expected 0x00808000\n", color); if(shader_20) { color = getPixelColor(device, 160, 120); ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81, "quad 4 has color %08x, expected 0x00bfbf80\n", color); } if(shader_20) IDirect3DPixelShader9_Release(shader_20); IDirect3DPixelShader9_Release(shader_14); IDirect3DPixelShader9_Release(shader_12); IDirect3DPixelShader9_Release(shader_11); } START_TEST(visual) { 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)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 1, 1); if(color !=0x00ff0000) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 639, 479); if(color != 0x0000ddee) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } /* Now execute the real tests */ lighting_test(device_ptr); clear_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); release_buffer_test(device_ptr); float_texture_test(device_ptr); texture_transform_flags_test(device_ptr); autogen_mipmap_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { test_constant_clamp_vs(device_ptr); } else skip("No vs_1_1 support\n"); if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) { test_mova(device_ptr); } else skip("No vs_2_0 support\n"); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { fog_with_shader_test(device_ptr); } else skip("No vs_1_1 and ps_1_1 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); } } else skip("No ps_1_1 support\n"); cleanup: if(device_ptr) IDirect3DDevice9_Release(device_ptr); }