/* * Copyright (C) 2005 Henri Verbeet * Copyright (C) 2007, 2009, 2011-2013 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 */ /* See comment in dlls/d3d9/tests/visual.c for general guidelines */ #include #define COBJMACROS #include #include "wine/test.h" struct vec2 { float x, y; }; struct vec3 { float x, y, z; }; struct vec4 { float x, y, z, w; }; static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) { if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; return TRUE; } static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) { DWORD ret; IDirect3DTexture8 *tex = NULL; IDirect3DSurface8 *surf = NULL, *backbuf = NULL; HRESULT hr; D3DLOCKED_RECT lockedRect; RECT rectToLock = {x, y, x+1, y+1}; hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex); if(FAILED(hr) || !tex ) /* This is not a test */ { trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr); return 0xdeadbeef; } hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf); if (FAILED(hr)) /* This is not a test */ { trace("Can't get surface from texture, hr=%#08x\n", hr); ret = 0xdeadbeee; goto out; } hr = IDirect3DDevice8_GetRenderTarget(device, &backbuf); if(FAILED(hr)) { trace("Can't get the render target, hr=%#08x\n", hr); ret = 0xdeadbeed; goto out; } hr = IDirect3DDevice8_CopyRects(device, backbuf, NULL, 0, surf, NULL); if(FAILED(hr)) { trace("Can't read the render target, hr=%#08x\n", hr); ret = 0xdeadbeec; goto out; } hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%#08x\n", hr); ret = 0xdeadbeeb; goto out; } /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't * really important for these tests */ ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; hr = IDirect3DSurface8_UnlockRect(surf); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%#08x\n", hr); } out: if(backbuf) IDirect3DSurface8_Release(backbuf); if(surf) IDirect3DSurface8_Release(surf); if(tex) IDirect3DTexture8_Release(tex); return ret; } static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND focus_window, BOOL windowed) { D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DDevice8 *device; present_parameters.Windowed = windowed; present_parameters.hDeviceWindow = device_window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; if (SUCCEEDED(IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) return device; return NULL; } static void test_sanity(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 639, 479); ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void lighting_test(void) { DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; static const struct { struct vec3 position; DWORD diffuse; } 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}, }, 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}, }; static const struct { struct vec3 position; struct vec3 normal; DWORD diffuse; } 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}, }, 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}, }, nquad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, }, rotatedquad[] = { {{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, }, translatedquad[] = { {{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, }; static const WORD indices[] = {0, 1, 2, 2, 3, 0}; static const D3DMATRIX mat = {{{ 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, }}}, mat_singular = {{{ 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f, }}}, mat_transf = {{{ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 10.f, 10.0f, 10.0f, 1.0f, }}}, mat_nonaffine = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 10.f, 10.0f, 10.0f, 0.0f, }}}; static const struct { const D3DMATRIX *world_matrix; const void *quad; unsigned int size; DWORD expected; const char *message; } tests[] = { {&mat, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with light"}, {&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with singular world matrix"}, {&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, "Lit quad with transformation matrix"}, {&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, "Lit quad with non-affine matrix"}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* No lights are defined... That means, lit vertices should be entirely black. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, nfvf); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 480, 360); /* Lower right quad - unlit with normals */ ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */ ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_specular_lighting(void) { static const unsigned int vertices_side = 5; const unsigned int indices_count = (vertices_side - 1) * (vertices_side - 1) * 2 * 3; static const DWORD fvf = D3DFVF_XYZ | D3DFVF_NORMAL; static const D3DMATRIX mat = {{{ 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, }}}; static const D3DLIGHT8 directional = { D3DLIGHT_DIRECTIONAL, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, }, point = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 100.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, spot = { D3DLIGHT_SPOT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, 100.0f, 1.0f, 0.0f, 0.0f, 1.0f, M_PI / 12.0f, M_PI / 3.0f }, /* The chosen range value makes the test fail when using a manhattan * distance metric vs the correct euclidean distance. */ point_range = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.2f, 0.0f, 0.0f, 0.0f, 1.0f, }; static const struct expected_color { unsigned int x, y; D3DCOLOR color; } expected_directional[] = { {160, 120, 0x00ffffff}, {320, 120, 0x00ffffff}, {480, 120, 0x00ffffff}, {160, 240, 0x00ffffff}, {320, 240, 0x00ffffff}, {480, 240, 0x00ffffff}, {160, 360, 0x00ffffff}, {320, 360, 0x00ffffff}, {480, 360, 0x00ffffff}, }, expected_directional_local[] = { {160, 120, 0x003c3c3c}, {320, 120, 0x00717171}, {480, 120, 0x003c3c3c}, {160, 240, 0x00717171}, {320, 240, 0x00ffffff}, {480, 240, 0x00717171}, {160, 360, 0x003c3c3c}, {320, 360, 0x00717171}, {480, 360, 0x003c3c3c}, }, expected_point[] = { {160, 120, 0x00282828}, {320, 120, 0x005a5a5a}, {480, 120, 0x00282828}, {160, 240, 0x005a5a5a}, {320, 240, 0x00ffffff}, {480, 240, 0x005a5a5a}, {160, 360, 0x00282828}, {320, 360, 0x005a5a5a}, {480, 360, 0x00282828}, }, expected_point_local[] = { {160, 120, 0x00000000}, {320, 120, 0x00070707}, {480, 120, 0x00000000}, {160, 240, 0x00070707}, {320, 240, 0x00ffffff}, {480, 240, 0x00070707}, {160, 360, 0x00000000}, {320, 360, 0x00070707}, {480, 360, 0x00000000}, }, expected_spot[] = { {160, 120, 0x00000000}, {320, 120, 0x00141414}, {480, 120, 0x00000000}, {160, 240, 0x00141414}, {320, 240, 0x00ffffff}, {480, 240, 0x00141414}, {160, 360, 0x00000000}, {320, 360, 0x00141414}, {480, 360, 0x00000000}, }, expected_spot_local[] = { {160, 120, 0x00000000}, {320, 120, 0x00020202}, {480, 120, 0x00000000}, {160, 240, 0x00020202}, {320, 240, 0x00ffffff}, {480, 240, 0x00020202}, {160, 360, 0x00000000}, {320, 360, 0x00020202}, {480, 360, 0x00000000}, }, expected_point_range[] = { {160, 120, 0x00000000}, {320, 120, 0x005a5a5a}, {480, 120, 0x00000000}, {160, 240, 0x005a5a5a}, {320, 240, 0x00ffffff}, {480, 240, 0x005a5a5a}, {160, 360, 0x00000000}, {320, 360, 0x005a5a5a}, {480, 360, 0x00000000}, }; static const struct { const D3DLIGHT8 *light; BOOL local_viewer; const struct expected_color *expected; unsigned int expected_count; } tests[] = { {&directional, FALSE, expected_directional, sizeof(expected_directional) / sizeof(expected_directional[0])}, {&directional, TRUE, expected_directional_local, sizeof(expected_directional_local) / sizeof(expected_directional_local[0])}, {&point, FALSE, expected_point, sizeof(expected_point) / sizeof(expected_point[0])}, {&point, TRUE, expected_point_local, sizeof(expected_point_local) / sizeof(expected_point_local[0])}, {&spot, FALSE, expected_spot, sizeof(expected_spot) / sizeof(expected_spot[0])}, {&spot, TRUE, expected_spot_local, sizeof(expected_spot_local) / sizeof(expected_spot_local[0])}, {&point_range, FALSE, expected_point_range, sizeof(expected_point_range) / sizeof(expected_point_range[0])}, }; IDirect3DDevice8 *device; D3DMATERIAL8 material; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i, j, x, y; struct { struct vec3 position; struct vec3 normal; } *quad; WORD *indices; quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad)); indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices)); for (i = 0, y = 0; y < vertices_side; ++y) { for (x = 0; x < vertices_side; ++x) { quad[i].position.x = x * 2.0f / (vertices_side - 1) - 1.0f; quad[i].position.y = y * 2.0f / (vertices_side - 1) - 1.0f; quad[i].position.z = 1.0f; quad[i].normal.x = 0.0f; quad[i].normal.y = 0.0f; quad[i++].normal.z = -1.0f; } } for (i = 0, y = 0; y < (vertices_side - 1); ++y) { for (x = 0; x < (vertices_side - 1); ++x) { indices[i++] = y * vertices_side + x + 1; indices[i++] = y * vertices_side + x; indices[i++] = (y + 1) * vertices_side + x; indices[i++] = y * vertices_side + x + 1; indices[i++] = (y + 1) * vertices_side + x; indices[i++] = (y + 1) * vertices_side + x + 1; } } window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, fvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); memset(&material, 0, sizeof(material)); material.Specular.r = 1.0f; material.Specular.g = 1.0f; material.Specular.b = 1.0f; material.Specular.a = 1.0f; material.Power = 30.0f; hr = IDirect3DDevice8_SetMaterial(device, &material); ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr); hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { hr = IDirect3DDevice8_SetLight(device, 0, tests[i].light); ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer); ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, vertices_side * vertices_side, indices_count / 3, indices, D3DFMT_INDEX16, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (j = 0; j < tests[i].expected_count; ++j) { color = getPixelColor(device, tests[i].expected[j].x, tests[i].expected[j].y); ok(color_match(color, tests[i].expected[j].color, 1), "Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.\n", tests[i].expected[j].color, tests[i].expected[j].x, tests[i].expected[j].y, color, i); } } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); HeapFree(GetProcessHeap(), 0, indices); HeapFree(GetProcessHeap(), 0, quad); } static void clear_test(void) { /* Tests the correctness of clearing parameters */ D3DRECT rect_negneg, rect[2]; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); /* Positive x, negative y */ rect[0].x1 = 0; rect[0].y1 = 480; rect[0].x2 = 320; rect[0].y2 = 240; /* Positive x, positive y */ rect[1].x1 = 0; rect[1].y1 = 0; rect[1].x2 = 320; rect[1].y2 = 240; /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle * is ignored, the positive is still cleared afterwards */ hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.y1 = 240; rect_negneg.x2 = 320; rect_negneg.y2 = 0; hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); 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); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); rect[0].x1 = 0; rect[0].y1 = 0; rect[0].x2 = 640; rect[0].y2 = 480; hr = IDirect3DDevice8_Clear(device, 0, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1), "Clear with count = 0, rect != NULL has color %#08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); hr = IDirect3DDevice8_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Clear with count = 1, rect = NULL has color %#08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void fog_test(void) { float start = 0.0f, end = 1.0f; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; /* Gets full z based fog with linear fog, no fog with specular color. */ static const struct { float x, y, z; D3DCOLOR diffuse; D3DCOLOR specular; } untransformed_1[] = { {-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, }, /* Ok, I am too lazy to deal with transform matrices. */ untransformed_2[] = { {-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, }, far_quad1[] = { {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, }, far_quad2[] = { {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, }; /* 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. */ static const struct { float x, y, z, rhw; D3DCOLOR diffuse; D3DCOLOR specular; } transformed_1[] = { {320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, }, transformed_2[] = { {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, }; static const D3DMATRIX ident_mat = {{{ 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, }}}; static const D3DMATRIX world_mat1 = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 1.0f, }}}; static const D3DMATRIX world_mat2 = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, }}}; static const D3DMATRIX proj_mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, }}}; static const WORD Indices[] = {0, 1, 2, 2, 3, 0}; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); /* First test: Both table fog and vertex fog off */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); /* Start = 0, end = 1. Should be default, but set them */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); /* Untransformed, vertex fog = NONE, table fog = NONE: * Read the fog weighting from the specular color. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* This makes it use the Z value. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Transformed vertices. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); /* Transformed, vertex fog != NONE, pixel fog == NONE: * Use specular color alpha component. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Transformed, table fog != none, vertex anything: * Use Z value as input to the fog equation. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0x00, 0x00), 1), "Untransformed vertex with no table or vertex fog has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0xFF, 0x00), 1), "Transformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), "Transformed vertex with linear table fog has color %08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) { /* A simple fog + non-identity world matrix test */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); /* Test fog behavior with an orthogonal (but not identity) projection matrix */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); } else { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } /* This tests fog in combination with shaders. * What's tested: linear fog (vertex and table) with pixel shader * linear table fog with non foggy vertex shader * vertex fog with foggy vertex shader, non-linear * fog with shader, non-linear fog with foggy shader, * linear table fog with foggy shader */ static void fog_with_shader_test(void) { /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */ DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; DWORD pixel_shader[2] = {0, 0}; IDirect3DDevice8 *device; unsigned int i, j; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; union { float f; DWORD i; } start, end; /* Basic vertex shader without fog computation ("non foggy") */ static const DWORD vertex_shader_code1[] = { 0xfffe0100, /* vs.1.0 */ 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[] = { 0xfffe0100, /* vs.1.0 */ 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, v0 */ 0x0000ffff }; static struct { struct vec3 position; DWORD diffuse; } 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 DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ D3DVSD_END() }; static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f}; /* 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; BOOL uninitialized_reg; unsigned int color[11]; } test_data[] = { /* Only pixel shader */ {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Vertex shader */ {1, 0, D3DFOG_NONE, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Vertex shader and pixel shader */ /* The next 4 tests would read the fog coord output, but it isn't available. * The result is a fully fogged quad, no matter what the Z coord is. */ {1, 1, D3DFOG_NONE, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, /* These use the Z coordinate with linear table fog */ {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Non-linear table fog without fog coord */ {1, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {1, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, /* These tests fail on older Nvidia drivers */ /* Foggy vertex shader */ {2, 0, D3DFOG_NONE, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP2, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* Foggy vertex shader and pixel shader. First 4 tests with vertex fog, * all using the fixed fog-coord linear fog */ {2, 1, D3DFOG_NONE, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP2, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* These use table fog. Here the shader-provided fog coordinate is * ignored and the z coordinate used instead */ {2, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, }; static const D3DMATRIX identity = {{{ 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, }}}; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No vs_1_1 / ps_1_1 support, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } /* NOTE: changing these values will not affect the tests with foggy vertex * shader, as the values are hardcoded in the shader constant. */ start.f = 0.1f; end.f = 0.9f; /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); /* Set shader constant value */ hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[2]); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_constant, 1); ok(hr == D3D_OK, "Setting vertex shader constant failed (%08x)\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i); ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[test_data[i].pshader]); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); hr = IDirect3DDevice8_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].position.z = 0.001f + j / 10.02f; quad[1].position.z = 0.001f + j / 10.02f; quad[2].position.z = 0.001f + j / 10.02f; quad[3].position.z = 0.001f + j / 10.02f; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); /* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); ok(color_match(color, test_data[i].color[j], 13) || broken(test_data[i].uninitialized_reg), "fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]); } } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]); IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void cnd_test(void) { DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2; DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue; DWORD shader_11, shader_12, shader_13, shader_14; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; DWORD color; HWND window; HRESULT hr; /* ps 1.x shaders are rather picky with writemasks and source swizzles. * The dp3 is used to copy r0.r to all components of r1, then copy r1.a to * r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is * in 1.x pixel shaders. */ static const DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_12[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_13[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3, r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_14[] = { 0xffff0104, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0, c1, c2 */ 0x0000ffff /* end */ }; /* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source, * as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't * set by the compiler, it was added manually after compilation. Note that the COISSUE * flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't * have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops * well enough. * * The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky. * The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since * constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r, * then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above). */ static const DWORD shader_code_11_coissue[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_11_coissue_2[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; static const DWORD shader_code_12_coissue[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_12_coissue_2[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; static const DWORD shader_code_13_coissue[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_13_coissue_2[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; /* ps_1_4 does not have a different cnd behavior, just pass the [0;1] * texcrd result to cnd, it will compare against 0.5. */ static const DWORD shader_code_14_coissue[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_14_coissue_2[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ 0x00000001, 0x80080000, 0x80000000, /* mov r0.a, r0.x */ 0x00000001, 0x80070001, 0xa0ff0000, /* mov r1.xyz, c0.a */ 0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r1.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x0000ffff /* end */ }; static const float quad1[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float quad2[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float quad4[] = { -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f}; static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f}; static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f}; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) { skip("No ps_1_4 support, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12, &shader_12); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13, &shader_13); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14, &shader_14); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ color = getPixelColor(device, 158, 118); ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color); /* 1.1 shader. All 3 components get set, based on the .w comparison */ color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 358); ok(color_match(color, 0x00000000, 1), "pixel 162, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 158, 362); ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 362); ok(color_match(color, 0x00000000, 1), "pixel 162, 362 has color %08x, expected 0x00000000\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 358); ok(color_match(color, 0x00000000, 1), "pixel 482, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 362); ok(color_match(color, 0x00000000, 1), "pixel 482, 362 has color %08x, expected 0x00000000\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 118); ok(color_match(color, 0x00000000, 1), "pixel 482, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 478, 122); ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 122); ok(color_match(color, 0x00000000, 1), "pixel 482, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind * that we swapped the values in c1 and c2 to make the other tests return some color */ color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color); /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected * (The Win7 nvidia driver always selects c2) */ color = getPixelColor(device, 158, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 158, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 118); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 122); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 122); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); /* Retest with the coissue flag on the alpha instruction instead. This * works "as expected". The Windows 8 testbot (WARP) seems to handle this * the same as coissue on .rgb. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); /* 1.4 shader */ color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color); /* 1.1 shader */ color = getPixelColor(device, 238, 358); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 238, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 242, 358); ok(color_match(color, 0x00000000, 1), "pixel 242, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 238, 362); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 238, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 242, 362); ok(color_match(color, 0x00000000, 1), "pixel 242, 362 has color %08x, expected 0x00000000\n", color); /* 1.2 shader */ color = getPixelColor(device, 558, 358); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 358); ok(color_match(color, 0x00000000, 1), "pixel 562, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 558, 362); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 362); ok(color_match(color, 0x00000000, 1), "pixel 562, 362 has color %08x, expected 0x00000000\n", color); /* 1.3 shader */ color = getPixelColor(device, 558, 118); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 118); ok(color_match(color, 0x00000000, 1), "pixel 562, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 558, 122); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 122); ok(color_match(color, 0x00000000, 1), "pixel 562, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_14); IDirect3DDevice8_DeletePixelShader(device, shader_13); IDirect3DDevice8_DeletePixelShader(device, shader_12); IDirect3DDevice8_DeletePixelShader(device, shader_11); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void z_range_test(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } 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}, }, 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}, }; static const struct { struct vec4 position; DWORD diffuse; } quad3[] = { {{640.0f, 240.0f, -1.1f, 1.0f}, 0xffffff00}, {{640.0f, 480.0f, -1.1f, 1.0f}, 0xffffff00}, {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xffffff00}, {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xffffff00}, }, quad4[] = { {{640.0f, 240.0f, -1.1f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, -1.1f, 1.0f}, 0xff00ff00}, {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xff00ff00}, {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xff00ff00}, }; static const DWORD shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */ 0x0000ffff /* end */ }; static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f}; static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f}; static const DWORD vertex_declaration[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_END() }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); /* 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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Test the untransformed vertex path */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Test the transformed vertex path */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* 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_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 28, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); else ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); /* Not clipped, > z buffer clear value(0.75). * * On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth * values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is * equal to a stored depth buffer value of 0.5. */ color = getPixelColor(device, 31, 238); ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 31, 241); ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); color = getPixelColor(device, 100, 238); ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 241); ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); /* Not clipped, < z buffer clear value */ color = getPixelColor(device, 104, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 104, 241); ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); color = getPixelColor(device, 318, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 241); ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); /* Clipped because z < 0.0 */ color = getPixelColor(device, 321, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 321, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); else ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Test the shader path */ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("Vertex shaders not supported\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1); ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1); ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, 0); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, shader); ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); /* Z < 1.0 */ color = getPixelColor(device, 28, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* 1.0 < z < 0.75 */ color = getPixelColor(device, 31, 238); ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 238); ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); /* 0.75 < z < 0.0 */ color = getPixelColor(device, 104, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); /* 0.0 < z */ color = getPixelColor(device, 321, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_scalar_instructions(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; HWND window; HRESULT hr; static const struct vec3 quad[] = { {-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 DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* dcl_position v0 */ D3DVSD_CONST(0, 1), 0x3e800000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.25, 0.5, 1.0, 2.0 */ D3DVSD_END() }; static const DWORD rcp_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ 0x00303030, /* enough to make Windows happy. */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */ 0x0000ffff /* END */ }; static const DWORD rsq_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ 0x00303030, /* enough to make Windows happy. */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */ 0x0000ffff /* END */ }; static const DWORD exp_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ 0x00303030, /* enough to make Windows happy. */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000000e, 0x800f0000, 0xa0e40000, /* exp r0, c0 */ 0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */ 0x0000ffff, /* END */ }; static const DWORD expp_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ 0x00303030, /* enough to make Windows happy. */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000004e, 0x800f0000, 0xa0e40000, /* expp r0, c0 */ 0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */ 0x0000ffff, /* END */ }; static const DWORD log_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ 0x00303030, /* enough to make Windows happy. */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000000f, 0xd00f0000, 0xa0e40000, /* log oD0, c0 */ 0x0000ffff, /* END */ }; static const DWORD logp_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */ 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */ 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */ 0x00303030, /* enough to make Windows happy. */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000004f, 0xd00f0000, 0xa0e40000, /* logp oD0, c0 */ 0x0000ffff, /* END */ }; static const struct { const char *name; const DWORD *byte_code; D3DCOLOR color; /* Some drivers, including Intel HD4000 10.18.10.3345 and VMware SVGA * 3D 7.14.1.5025, use the .x component instead of the .w one. */ D3DCOLOR broken_color; } test_data[] = { {"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, {"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, {"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xd6, 0xd6, 0xd6)}, {"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, {"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, {"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0); ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, test_data[i].byte_code, &shader, 0); ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color, 4) || broken(color_match(color, test_data[i].broken_color, 4)), "%s: Got unexpected color 0x%08x, expected 0x%08x.\n", test_data[i].name, color, test_data[i].color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_SetVertexShader(device, 0); ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DeleteVertexShader(device, shader); ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#x.\n", test_data[i].name, hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void offscreen_test(void) { IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; 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}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); if (!offscreenTexture) { trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); if (!offscreenTexture) { skip("Cannot create an offscreen render target.\n"); IDirect3DDevice8_Release(device); goto done; } } hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); /* Draw without textures - Should result in a white quad. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)offscreenTexture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); /* This time with the texture .*/ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* 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); color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); IDirect3DSurface8_Release(backbuffer); IDirect3DTexture8_Release(offscreenTexture); IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_blend(void) { IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, -1.0f, 0.1f}, 0x4000ff00}, {{-1.0f, 0.0f, 0.1f}, 0x4000ff00}, {{ 1.0f, -1.0f, 0.1f}, 0x4000ff00}, {{ 1.0f, 0.0f, 0.1f}, 0x4000ff00}, }, quad2[] = { {{-1.0f, 0.0f, 0.1f}, 0xc00000ff}, {{-1.0f, 1.0f, 0.1f}, 0xc00000ff}, {{ 1.0f, 0.0f, 0.1f}, 0xc00000ff}, {{ 1.0f, 1.0f, 0.1f}, 0xc00000ff}, }; static const float composite_quad[][5] = { { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } /* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Draw two quads, one with src alpha blending, one with dest alpha blending. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Switch to the offscreen buffer, and redo the testing. The offscreen * render target doesn't have an alpha channel. DESTALPHA and INVDESTALPHA * "don't work" on render targets without alpha channel, they give * essentially ZERO and ONE blend factors. */ hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); /* Render the offscreen texture onto the frame buffer to be able to * compare it regularly. Disable alpha blending for the final * composition. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); IDirect3DSurface8_Release(backbuffer); IDirect3DTexture8_Release(offscreenTexture); IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void p8_texture_test(void) { IDirect3DTexture8 *texture, *texture2; IDirect3DDevice8 *device; PALETTEENTRY table[256]; unsigned char *data; D3DLOCKED_RECT lr; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; UINT i; static const float quad[] = { -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; static const float quad2[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) { skip("D3DFMT_P8 textures not supported.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture2); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture2, 0); ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE; alpha of every entry is set to 1.0, which MS says is required when there's no D3DPTEXTURECAPS_ALPHAPALETTE capability */ for (i = 0; i < 256; i++) { table[i].peRed = table[i].peGreen = table[i].peBlue = 0; table[i].peFlags = 0xff; } table[1].peRed = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); table[1].peRed = 0; table[1].peBlue = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 32, 320); ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); /* Test palettes with alpha */ IDirect3DDevice8_GetDeviceCaps(device, &caps); if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) { skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n"); } else { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); for (i = 0; i < 256; i++) { table[i].peRed = table[i].peGreen = table[i].peBlue = 0; table[i].peFlags = 0xff; } table[1].peRed = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); table[1].peRed = 0; table[1].peBlue = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00800000, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 32, 320); ok(color_match(color, 0x00000080, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); } IDirect3DTexture8_Release(texture); IDirect3DTexture8_Release(texture2); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void texop_test(void) { IDirect3DTexture8 *texture; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { float x, y, z; D3DCOLOR diffuse; float s, t; } quad[] = { {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f}, {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f}, { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f}, { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f} }; static const struct { D3DTEXTUREOP op; const char *name; DWORD caps_flag; D3DCOLOR result; } test_data[] = { {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)}, {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)}, {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)}, {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)}, {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)}, {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)}, {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)}, {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)}, /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */ {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)}, {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)}, {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0); ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); hr = IDirect3DTexture8_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) { if (!(caps.TextureOpCaps & test_data[i].caps_flag)) { skip("tex operation %s not supported\n", test_data[i].name); continue; } hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", test_data[i].name, color, test_data[i].result); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); } IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } /* This test tests depth clamping / clipping behaviour: * - With software vertex processing, depth values are clamped to the * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the * same as regular vertices here. * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored. * Normal vertices are always clipped. Pretransformed vertices are * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't. * - The viewport's MinZ/MaxZ is irrelevant for this. */ static void depth_clamp_test(void) { IDirect3DDevice8 *device; D3DVIEWPORT8 vp; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { struct vec4 position; DWORD diffuse; } quad1[] = { {{ 0.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f}, {{640.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f}, {{ 0.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f}, {{640.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f}, }, quad2[] = { {{ 0.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814}, {{640.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814}, {{ 0.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814}, {{640.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814}, }, quad3[] = { {{112.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff}, {{208.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff}, {{112.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff}, {{208.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff}, }, quad4[] = { {{ 42.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff}, {{112.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff}, {{ 42.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff}, {{112.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff}, }; static const struct { struct vec3 position; DWORD diffuse; } quad5[] = { {{-0.5f, 0.5f, 10.0f}, 0xff14f914}, {{ 0.5f, 0.5f, 10.0f}, 0xff14f914}, {{-0.5f, -0.5f, 10.0f}, 0xff14f914}, {{ 0.5f, -0.5f, 10.0f}, 0xff14f914}, }, quad6[] = { {{-1.0f, 0.5f, 10.0f}, 0xfff91414}, {{ 1.0f, 0.5f, 10.0f}, 0xfff91414}, {{-1.0f, 0.25f, 10.0f}, 0xfff91414}, {{ 1.0f, 0.25f, 10.0f}, 0xfff91414}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 7.5; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); } else { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void depth_buffer_test(void) { IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; unsigned int i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, 1.0f, 0.33f}, 0xff00ff00}, {{ 1.0f, 1.0f, 0.33f}, 0xff00ff00}, {{-1.0f, -1.0f, 0.33f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.33f}, 0xff00ff00}, }, quad2[] = { {{-1.0f, 1.0f, 0.50f}, 0xffff00ff}, {{ 1.0f, 1.0f, 0.50f}, 0xffff00ff}, {{-1.0f, -1.0f, 0.50f}, 0xffff00ff}, {{ 1.0f, -1.0f, 0.50f}, 0xffff00ff}, }, quad3[] = { {{-1.0f, 1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.66f}, 0xffff0000}, {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, }; static const DWORD expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt3); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { unsigned int x = 80 * ((2 * j) + 1); unsigned int y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, expected_colors[i][j], 0), "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt3); IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } /* Test that partial depth copies work the way they're supposed to. The clear * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and * the following draw should only copy back the part that was modified. */ static void depth_buffer2_test(void) { IDirect3DSurface8 *backbuffer, *rt1, *rt2; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; unsigned int i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, 1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.66f}, 0xffff0000}, {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { unsigned int x = 80 * ((2 * j) + 1); unsigned int y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void intz_test(void) { IDirect3DSurface8 *original_rt, *rt; IDirect3DTexture8 *texture; IDirect3DDevice8 *device; IDirect3DSurface8 *ds; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; DWORD ps; UINT i; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */ 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */ 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */ 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */ 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */ 0x0000ffff, /* end */ }; static const struct { float x, y, z; float s0, t0, p0; float s1, t1, p1, q1; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }, half_quad_1[] = { { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }, half_quad_2[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) { skip("No INTZ support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); /* Render offscreen, using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); /* Render onscreen while using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void shadow_test(void) { IDirect3DSurface8 *original_rt, *rt; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; DWORD ps; UINT i; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */ 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */ 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */ 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */ 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */ 0x0000ffff, /* end */ }; static const struct { D3DFORMAT format; const char *name; } formats[] = { {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"}, {D3DFMT_D32, "D3DFMT_D32"}, {D3DFMT_D15S1, "D3DFMT_D15S1"}, {D3DFMT_D24S8, "D3DFMT_D24S8"}, {D3DFMT_D24X8, "D3DFMT_D24X8"}, {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"}, {D3DFMT_D16, "D3DFMT_D16"}, }; static const struct { float x, y, z; float s0, t0, p0; float s1, t1, p1, q1; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { {400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping shadow test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { D3DFORMAT format = formats[i].format; IDirect3DTexture8 *texture; IDirect3DSurface8 *ds; unsigned int j; if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format))) continue; hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Do the actual shadow mapping. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j) { D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y); ok(color_match(color, expected_colors[j].color, 0), "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, formats[i].name, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); } hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void multisample_copy_rects_test(void) { IDirect3DSurface8 *ds, *ds_plain, *rt, *readback; RECT src_rect = {64, 64, 128, 128}; POINT dst_point = {96, 96}; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds); ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds_plain); ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 256, 256, D3DFMT_A8R8G8B8, &readback); ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, readback, NULL); ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL); ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, rt, &src_rect, 1, readback, &dst_point); ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); hr = IDirect3DSurface8_LockRect(readback, &locked_rect, NULL, D3DLOCK_READONLY); ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#x.\n", hr); color = *(DWORD *)((BYTE *)locked_rect.pBits + 31 * locked_rect.Pitch + 31 * 4); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); color = *(DWORD *)((BYTE *)locked_rect.pBits + 127 * locked_rect.Pitch + 127 * 4); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DSurface8_UnlockRect(readback); ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#x.\n", hr); IDirect3DSurface8_Release(readback); IDirect3DSurface8_Release(ds_plain); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void resz_test(void) { IDirect3DSurface8 *rt, *original_rt, *ds, *original_ds, *intz_ds; IDirect3DTexture8 *texture; IDirect3DDevice8 *device; IDirect3D8 *d3d; DWORD ps, value; unsigned int i; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */ 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */ 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */ 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */ 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */ 0x0000ffff, /* end */ }; static const struct { float x, y, z; float s0, t0, p0; float s1, t1, p1, q1; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) { skip("No INTZ support, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')))) { skip("No RESZ support, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds); hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &intz_ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, intz_ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); IDirect3DSurface8_Release(intz_ds); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); /* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); /* The destination depth texture has to be bound to sampler 0 */ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); /* The actual multisampled depth buffer resolve happens here */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE, &value); ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Test edge cases - try with no texture at all */ hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); /* With a non-multisampled depth buffer */ IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface8_Release(ds); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_ds); IDirect3DSurface8_Release(original_rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void zenable_test(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; UINT x, y; UINT i, j; UINT test; IDirect3DSurface8 *ds, *rt; static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &rt); ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); for (test = 0; test < 2; ++test) { /* The Windows 8 testbot (WARP) appears to clip with * ZENABLE = D3DZB_TRUE and no depth buffer set. */ static const D3DCOLOR expected_broken[] = { 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, }; if (!test) { hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); } else { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { x = 80 * ((2 * j) + 1); y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, expected_broken[i * 4 + j], 1) && !test), "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); } IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { static const DWORD vs_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ 0x0000ffff }; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff /* end */ }; static const struct vec3 quad[] = { {-1.0f, -1.0f, -0.5f}, {-1.0f, 1.0f, -0.5f}, { 1.0f, -1.0f, 1.5f}, { 1.0f, 1.0f, 1.5f}, }; static const D3DCOLOR expected[] = { 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, }; /* The Windows 8 testbot (WARP) appears to not clip z for regular * vertices either. */ static const D3DCOLOR expected_broken[] = { 0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf, 0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf, 0x00206020, 0x00606060, 0x009f609f, 0x00df60df, 0x00202020, 0x00602060, 0x009f209f, 0x00df20df, }; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_END() }; DWORD vs, ps; hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { x = 80 * ((2 * j) + 1); y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, expected[i * 4 + j], 1) || broken(color_match(color, expected_broken[i * 4 + j], 1)), "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void fog_special_test(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD ps, vs; HWND window; HRESULT hr; union { float f; DWORD d; } conv; static const struct { struct vec3 position; D3DCOLOR diffuse; } quad[] = { {{ -1.0f, -1.0f, 0.0f}, 0xff00ff00}, {{ -1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 1.0f}, 0xff00ff00}, {{ 1.0f, 1.0f, 1.0f}, 0xff00ff00} }; static const struct { DWORD vertexmode, tablemode; BOOL vs, ps; D3DCOLOR color_left, color_right; } tests[] = { {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000}, }; static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps.1.1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const DWORD vertex_decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ D3DVSD_END() }; static const DWORD vertex_shader_code[] = { 0xfffe0101, /* vs.1.1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; static const D3DMATRIX identity = {{{ 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, }}}; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); } else { skip("Vertex Shaders not supported, skipping some fog tests.\n"); vs = 0; } if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); } else { skip("Pixel Shaders not supported, skipping some fog tests.\n"); ps = 0; } /* The table fog tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); conv.f = 0.5f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d); ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d); ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); if (!tests[i].vs) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); } else if (vs) { hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); } else { continue; } if (!tests[i].ps) { hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); } else if (ps) { hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); } else { continue; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 310, 240); ok(color_match(color, tests[i].color_left, 1), "Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i); color = getPixelColor(device, 330, 240); ok(color_match(color, tests[i].color_right, 1), "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); } if (vs) IDirect3DDevice8_DeleteVertexShader(device, vs); if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void volume_dxt5_test(void) { IDirect3DVolumeTexture8 *texture; IDirect3DDevice8 *device; D3DLOCKED_BOX box; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const char texture_data[] = { /* A 8x4x2 texture consisting of 4 4x4 blocks. The colors of the blocks are red, green, blue and white. */ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 }; static const struct { struct vec3 position; struct vec3 texcrd; } quads[] = { {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, }; static const DWORD expected_colors[] = {0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff}; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5))) { skip("Volume DXT5 textures are not supported, skipping test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5, D3DPOOL_MANAGED, &texture); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); memcpy(box.pBits, texture_data, sizeof(texture_data)); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; i++) { color = getPixelColor(device, 80 + 160 * i, 240); ok (color_match(color, expected_colors[i], 1), "Expected color 0x%08x, got 0x%08x, case %u.\n", expected_colors[i], color, i); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void volume_v16u16_test(void) { IDirect3DVolumeTexture8 *texture; IDirect3DDevice8 *device; D3DLOCKED_BOX box; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; SHORT *texel; HWND window; HRESULT hr; static const struct { struct vec3 position; struct vec3 texcrd; } quads[] = { {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, }; static const DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */ 0x3f000000, 0x3f000000, /* 0.5, 0.5 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ 0x0000ffff /* end */ }; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16))) { skip("Volume V16U16 textures are not supported, skipping test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr); for (i = 0; i < 2; i++) { D3DPOOL pool; if (i) pool = D3DPOOL_SYSTEMMEM; else pool = D3DPOOL_MANAGED; hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, pool, &texture); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch); texel[0] = 32767; texel[1] = 32767; texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch); texel[0] = -32768; texel[1] = 0; texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch); texel[0] = -16384; texel[1] = 16384; texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch); texel[0] = 0; texel[1] = 0; hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); if (i) { IDirect3DVolumeTexture8 *texture2; hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, D3DPOOL_DEFAULT, &texture2); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, (IDirect3DBaseTexture8 *)texture2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); texture = texture2; } hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 120, 160); ok (color_match(color, 0x000080ff, 2), "Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color); color = getPixelColor(device, 120, 400); ok (color_match(color, 0x00ffffff, 2), "Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color); color = getPixelColor(device, 360, 160); ok (color_match(color, 0x007f7fff, 2), "Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color); color = getPixelColor(device, 360, 400); ok (color_match(color, 0x0040c0ff, 2), "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); } hr = IDirect3DDevice8_DeletePixelShader(device, shader); ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags) { D3DSURFACE_DESC desc; D3DLOCKED_RECT l; HRESULT hr; unsigned int x, y; DWORD *mem; hr = IDirect3DSurface8_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &l, NULL, flags); ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); if (FAILED(hr)) return; for (y = 0; y < desc.Height; y++) { mem = (DWORD *)((BYTE *)l.pBits + y * l.Pitch); for (x = 0; x < l.Pitch / sizeof(DWORD); x++) { mem[x] = color; } } hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); } static void add_dirty_rect_test_draw(IDirect3DDevice8 *device) { HRESULT hr; static const struct { struct vec3 position; struct vec2 texcoord; } quad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}}, }; hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); } static void add_dirty_rect_test(void) { IDirect3DSurface8 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed; IDirect3DTexture8 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; DWORD *texel; HWND window; HRESULT hr; static const RECT part_rect = {96, 96, 160, 160}; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst1); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst2); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_red); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_green); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex_managed); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_red, 0, &surface_src_red); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); /* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on the destination is ignored. */ hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, &part_rect); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle * tracking is supported. */ hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, &part_rect); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); color = getPixelColor(device, 1, 1); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); /* Locks with NO_DIRTY_UPDATE are ignored. */ fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */ fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Maps without either of these flags record a dirty rectangle. */ fill_surface(surface_src_green, 0x00ffffff, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Partial LockRect works just like a partial AddDirtyRect call. */ hr = IDirect3DTexture8_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); texel = locked_rect.pBits; for (i = 0; i < 64; i++) texel[i] = 0x00ff00ff; for (i = 1; i < 64; i++) memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch); hr = IDirect3DTexture8_UnlockRect(tex_src_green, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), "Expected color 0x00ff00ff, got 0x%08x.\n", color); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* UpdateSurface ignores the missing dirty marker. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); fill_surface(surface_managed, 0x00ff0000, 0); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_managed); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_managed, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect uploads the new contents. * Side note, not tested in the test: Partial surface updates work, and two separate * dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers * untested. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* So does ResourceManagerDiscardBytes. */ fill_surface(surface_managed, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0); ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on a locked texture is allowed. */ hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); /* Redundant AddDirtyRect calls are ok. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); IDirect3DSurface8_Release(surface_dst2); IDirect3DSurface8_Release(surface_managed); IDirect3DSurface8_Release(surface_src_red); IDirect3DSurface8_Release(surface_src_green); IDirect3DTexture8_Release(tex_src_red); IDirect3DTexture8_Release(tex_src_green); IDirect3DTexture8_Release(tex_dst1); IDirect3DTexture8_Release(tex_dst2); IDirect3DTexture8_Release(tex_managed); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_3dc_formats(void) { static const char ati1n_data[] = { /* A 4x4 texture with the color component at 50%. */ 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const char ati2n_data[] = { /* A 8x4 texture consisting of 2 4x4 blocks. The first block has 50% first color component, * 0% second component. Second block is the opposite. */ 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const struct { struct vec3 position; struct vec2 texcoord; } quads[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 0.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, {{ 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, {{ 0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{ 0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, {{ 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, }; static const DWORD ati1n_fourcc = MAKEFOURCC('A','T','I','1'); static const DWORD ati2n_fourcc = MAKEFOURCC('A','T','I','2'); static const struct { struct vec2 position; D3DCOLOR amd_r500; D3DCOLOR amd_r600; D3DCOLOR nvidia_old; D3DCOLOR nvidia_new; } expected_colors[] = { {{ 80, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, {{240, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, {{400, 240}, 0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff}, {{560, 240}, 0x007f00ff, 0x007f00ff, 0x007f00ff, 0x007f00ff}, }; IDirect3D8 *d3d; IDirect3DDevice8 *device; IDirect3DTexture8 *ati1n_texture, *ati2n_texture; D3DCAPS8 caps; D3DLOCKED_RECT rect; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati1n_fourcc))) { skip("ATI1N textures are not supported, skipping test.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati2n_fourcc))) { skip("ATI2N textures are not supported, skipping test.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DTA_TEMP not supported, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc, D3DPOOL_MANAGED, &ati1n_texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(ati1n_texture, 0, &rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data)); hr = IDirect3DTexture8_UnlockRect(ati1n_texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc, D3DPOOL_MANAGED, &ati2n_texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(ati2n_texture, 0, &rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data)); hr = IDirect3DTexture8_UnlockRect(ati2n_texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati1n_texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati2n_texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); ok (color_match(color, expected_colors[i].amd_r500, 1) || color_match(color, expected_colors[i].amd_r600, 1) || color_match(color, expected_colors[i].nvidia_old, 1) || color_match(color, expected_colors[i].nvidia_new, 1), "Got unexpected color 0x%08x, case %u.\n", color, i); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture8_Release(ati2n_texture); IDirect3DTexture8_Release(ati1n_texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_fog_interpolation(void) { HRESULT hr; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; HWND window; D3DCOLOR color; static const struct { struct vec3 position; D3DCOLOR diffuse; D3DCOLOR specular; } quad[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000}, {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000}, {{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000}, {{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000}, }; union { DWORD d; float f; } conv; unsigned int i; static const struct { D3DFOGMODE vfog, tfog; D3DSHADEMODE shade; D3DCOLOR middle_color; BOOL todo; } tests[] = { {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE}, {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE}, {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE}, {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE}, {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, }; static const D3DMATRIX ident_mat = {{{ 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 }}}; D3DCAPS8 caps; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); conv.f = 5.0; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this, * the drivers seem to use a static z = 1.0 input for the fog equation. * The input value is independent of the actual z and w component of * the vertex position. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 0, 240); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); color = getPixelColor(device, 320, 240); if (tests[i].todo) todo_wine ok(color_match(color, tests[i].middle_color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); else ok(color_match(color, tests[i].middle_color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); color = getPixelColor(device, 639, 240); ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_negative_fixedfunction_fog(void) { HRESULT hr; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; HWND window; D3DCOLOR color; static const struct { struct vec3 position; D3DCOLOR diffuse; } quad[] = { {{-1.0f, -1.0f, -0.5f}, 0xffff0000}, {{-1.0f, 1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, -1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, 1.0f, -0.5f}, 0xffff0000}, }; static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, }; unsigned int i; static const D3DMATRIX zero = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }}}; /* Needed to make AMD drivers happy. Yeah, it is not supposed to * have an effect on RHW draws. */ static const D3DMATRIX identity = {{{ 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 }}}; static const struct { DWORD pos_type; const void *quad; size_t stride; const D3DMATRIX *matrix; union { float f; DWORD d; } start, end; D3DFOGMODE vfog, tfog; DWORD color, color_broken, color_broken2; } tests[] = { /* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. * * Geforce8+ GPUs on Windows abs() table fog, everything else does not. */ {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00808000, 0x00808000}, /* r200 GPUs and presumably all d3d8 and older HW clamp the fog * parameters to 0.0 and 1.0 in the table fog case. */ {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000, 0x0000ff00}, /* test_fog_interpolation shows that vertex fog evaluates the fog * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows * that the abs happens before the fog equation is evaluated. * * Vertex fog abs() behavior is the same on all GPUs. */ {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000, 0x00808000}, {D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00, 0x0000ff00}, {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400, 0x009b6400}, }; D3DCAPS8 caps; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)) || broken(color_match(color, tests[i].color_broken2, 2)), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_table_fog_zw(void) { HRESULT hr; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; HWND window; D3DCOLOR color; D3DCAPS8 caps; static struct { struct vec4 position; D3DCOLOR diffuse; } quad[] = { {{ 0.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, {{640.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, {{ 0.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, {{640.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, }; static const D3DMATRIX identity = {{{ 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 }}}; static const struct { float z, w; D3DZBUFFERTYPE z_test; D3DCOLOR color; } tests[] = { {0.7f, 0.0f, D3DZB_TRUE, 0x004cb200}, {0.7f, 0.0f, D3DZB_FALSE, 0x004cb200}, {0.7f, 0.3f, D3DZB_TRUE, 0x004cb200}, {0.7f, 0.3f, D3DZB_FALSE, 0x004cb200}, {0.7f, 3.0f, D3DZB_TRUE, 0x004cb200}, {0.7f, 3.0f, D3DZB_FALSE, 0x004cb200}, {0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00}, {0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00}, }; unsigned int i; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n"); goto done; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); /* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); quad[0].position.z = tests[i].z; quad[1].position.z = tests[i].z; quad[2].position.z = tests[i].z; quad[3].position.z = tests[i].z; quad[0].position.w = tests[i].w; quad[1].position.w = tests[i].w; quad[2].position.w = tests[i].w; quad[3].position.w = tests[i].w; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } done: refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_signed_formats(void) { IDirect3DDevice8 *device; HWND window; HRESULT hr; unsigned int i, j, x, y; IDirect3DTexture8 *texture, *texture_sysmem; D3DLOCKED_RECT locked_rect; DWORD shader, shader_alpha; IDirect3D8 *d3d; D3DCOLOR color; D3DCAPS8 caps; ULONG refcount; /* See comments in the d3d9 version of this test for an * explanation of these values. */ static const USHORT content_v8u8[4][4] = { {0x0000, 0x7f7f, 0x8880, 0x0000}, {0x0080, 0x8000, 0x7f00, 0x007f}, {0x193b, 0xe8c8, 0x0808, 0xf8f8}, {0x4444, 0xc0c0, 0xa066, 0x22e0}, }; static const DWORD content_v16u16[4][4] = { {0x00000000, 0x7fff7fff, 0x88008000, 0x00000000}, {0x00008000, 0x80000000, 0x7fff0000, 0x00007fff}, {0x19993bbb, 0xe800c800, 0x08880888, 0xf800f800}, {0x44444444, 0xc000c000, 0xa0006666, 0x2222e000}, }; static const DWORD content_q8w8v8u8[4][4] = { {0x00000000, 0xff7f7f7f, 0x7f008880, 0x817f0000}, {0x10000080, 0x20008000, 0x30007f00, 0x4000007f}, {0x5020193b, 0x6028e8c8, 0x70020808, 0x807ff8f8}, {0x90414444, 0xa000c0c0, 0x8261a066, 0x834922e0}, }; static const DWORD content_x8l8v8u8[4][4] = { {0x00000000, 0x00ff7f7f, 0x00008880, 0x00ff0000}, {0x00000080, 0x00008000, 0x00007f00, 0x0000007f}, {0x0041193b, 0x0051e8c8, 0x00040808, 0x00fff8f8}, {0x00824444, 0x0000c0c0, 0x00c2a066, 0x009222e0}, }; static const USHORT content_l6v5u5[4][4] = { {0x0000, 0xfdef, 0x0230, 0xfc00}, {0x0010, 0x0200, 0x01e0, 0x000f}, {0x4067, 0x53b9, 0x0421, 0xffff}, {0x8108, 0x0318, 0xc28c, 0x909c}, }; static const struct { D3DFORMAT format; const char *name; const void *content; SIZE_T pixel_size; BOOL blue, alpha; unsigned int slop, slop_broken, alpha_broken; } formats[] = { {D3DFMT_V8U8, "D3DFMT_V8U8", content_v8u8, sizeof(WORD), FALSE, FALSE, 1, 0, FALSE}, {D3DFMT_V16U16, "D3DFMT_V16U16", content_v16u16, sizeof(DWORD), FALSE, FALSE, 1, 0, FALSE}, {D3DFMT_Q8W8V8U8, "D3DFMT_Q8W8V8U8", content_q8w8v8u8, sizeof(DWORD), TRUE, TRUE, 1, 0, TRUE }, {D3DFMT_X8L8V8U8, "D3DFMT_X8L8V8U8", content_x8l8v8u8, sizeof(DWORD), TRUE, FALSE, 1, 0, FALSE}, {D3DFMT_L6V5U5, "D3DFMT_L6V5U5", content_l6v5u5, sizeof(WORD), TRUE, FALSE, 4, 7, FALSE}, }; static const struct { D3DPOOL pool; UINT width; } tests[] = { {D3DPOOL_SYSTEMMEM, 4}, {D3DPOOL_SYSTEMMEM, 1}, {D3DPOOL_MANAGED, 4}, {D3DPOOL_MANAGED, 1}, }; static const DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0,5, 0,5 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ 0x0000ffff /* end */ }; static const DWORD shader_code_alpha[] = { /* The idea of this shader is to replicate the alpha value in .rg, and set * blue to 1.0 iff the alpha value is < -1.0 and 0.0 otherwise. */ 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x80070000, 0xb0ff0000, 0xa0e40000, 0xa0e40000, /* mad r0.rgb, t0.a, c0, c0 */ 0x00000003, 0x80080000, 0xb1ff0000, 0xa0e40000, /* sub r0.a, -t0.a, c0 */ 0x00000050, 0x80080000, 0x80ff0000, 0xa0ff0001, 0xa0ff0002, /* cnd r0.a, r0.a, c1.a, c2.a */ 0x00000005, 0x80070001, 0xa0e40001, 0x80e40000, /* mul r1.rgb, c1, r0 */ 0x00000004, 0x80070000, 0x80ff0000, 0xa0e40002, 0x80e40001, /* mad r0.rgb, r0.a, c2, r1 */ 0x0000ffff /* end */ }; static const struct { struct vec3 position; struct vec2 texcrd; } quad[] = { /* Flip the y coordinate to make the input and * output arrays easier to compare. */ {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 1.0f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, { 1.0f, 0.0f}}, }; static const D3DCOLOR expected_alpha[4][4] = { {0x00808000, 0x007f7f00, 0x00ffff00, 0x00000000}, {0x00909000, 0x00a0a000, 0x00b0b000, 0x00c0c000}, {0x00d0d000, 0x00e0e000, 0x00f0f000, 0x00000000}, {0x00101000, 0x00202000, 0x00010100, 0x00020200}, }; static const BOOL alpha_broken[4][4] = { {FALSE, FALSE, FALSE, FALSE}, {FALSE, FALSE, FALSE, FALSE}, {FALSE, FALSE, FALSE, TRUE }, {FALSE, FALSE, FALSE, FALSE}, }; static const D3DCOLOR expected_colors[4][4] = { {0x00808080, 0x00fefeff, 0x00010780, 0x008080ff}, {0x00018080, 0x00800180, 0x0080fe80, 0x00fe8080}, {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, }; D3DCOLOR expected_color; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("Pixel shaders not supported, skipping converted format test.\n"); goto done; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_alpha, &shader_alpha); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); for (i = 0; i < sizeof(formats) / sizeof(*formats); i++) { hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format); if (FAILED(hr)) { skip("Format %s not supported, skipping.\n", formats[i].name); continue; } for (j = 0; j < sizeof(tests) / sizeof(*tests); j++) { texture_sysmem = NULL; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, tests[j].pool, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); for (y = 0; y < 4; y++) { memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch, (char *)formats[i].content + y * 4 * formats[i].pixel_size, tests[j].width * formats[i].pixel_size); } hr = IDirect3DTexture8_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); if (tests[j].pool == D3DPOOL_SYSTEMMEM) { texture_sysmem = texture; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture_sysmem, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); IDirect3DTexture8_Release(texture_sysmem); } hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_alpha); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (y = 0; y < 4; y++) { for (x = 0; x < tests[j].width; x++) { BOOL r200_broken = formats[i].alpha_broken && alpha_broken[y][x]; if (formats[i].alpha) expected_color = expected_alpha[y][x]; else expected_color = 0x00ffff00; color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); ok(color_match(color, expected_color, 1) || broken(r200_broken), "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", expected_color, color, formats[i].name, x, y); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (y = 0; y < 4; y++) { for (x = 0; x < tests[j].width; x++) { expected_color = expected_colors[y][x]; if (!formats[i].blue) expected_color |= 0x000000ff; color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); ok(color_match(color, expected_color, formats[i].slop) || broken(color_match(color, expected_color, formats[i].slop_broken)), "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", expected_color, color, formats[i].name, x, y); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); } } IDirect3DDevice8_DeletePixelShader(device, shader); IDirect3DDevice8_DeletePixelShader(device, shader_alpha); done: refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; IDirect3D8 *d3d; HRESULT hr; if (!(d3d = Direct3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create D3D8 object.\n"); return; } memset(&identifier, 0, sizeof(identifier)); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); trace("Driver string: \"%s\"\n", identifier.Driver); trace("Description string: \"%s\"\n", identifier.Description); /* Only Windows XP's default VGA driver should have an empty description */ ok(identifier.Description[0] || broken(!strcmp(identifier.Driver, "vga.dll")), "Empty driver description.\n"); trace("Driver version %d.%d.%d.%d\n", HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart), HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart)); IDirect3D8_Release(d3d); test_sanity(); depth_clamp_test(); lighting_test(); test_specular_lighting(); clear_test(); fog_test(); z_range_test(); offscreen_test(); test_blend(); test_scalar_instructions(); fog_with_shader_test(); cnd_test(); p8_texture_test(); texop_test(); depth_buffer_test(); depth_buffer2_test(); intz_test(); shadow_test(); multisample_copy_rects_test(); zenable_test(); resz_test(); fog_special_test(); volume_dxt5_test(); volume_v16u16_test(); add_dirty_rect_test(); test_3dc_formats(); test_fog_interpolation(); test_negative_fixedfunction_fog(); test_table_fog_zw(); test_signed_formats(); }