/* * Copyright (C) 2005 Henri Verbeet * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* See comment in dlls/d3d9/tests/visual.c for general guidelines */ #define COBJMACROS #include #include #include "wine/test.h" static HMODULE d3d8_handle = 0; static HWND create_window(void) { WNDCLASS wc = {0}; HWND ret; wc.lpfnWndProc = &DefWindowProc; wc.lpszClassName = "d3d8_test_wc"; RegisterClass(&wc); ret = CreateWindow("d3d8_test_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); return ret; } static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface8 *surf; IDirect3DTexture8 *tex; HRESULT hr; D3DLOCKED_RECT lockedRect; RECT rectToLock = {x, y, x+1, y+1}; hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, 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=%s\n", DXGetErrorString8(hr)); return 0xdeadbeef; } hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf); if(FAILED(hr) || !tex ) /* This is not a test */ { trace("Can't get surface from texture, hr=%s\n", DXGetErrorString8(hr)); ret = 0xdeadbeee; goto out; } hr = IDirect3DDevice8_GetFrontBuffer(device, surf); if(FAILED(hr)) { trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString8(hr)); ret = 0xdeadbeed; goto out; } hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString8(hr)); ret = 0xdeadbeec; goto out; } /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't * really important for these tests */ ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; hr = IDirect3DSurface8_UnlockRect(surf); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString8(hr)); } out: if(surf) IDirect3DSurface8_Release(surf); if(tex) IDirect3DTexture8_Release(tex); return ret; } static IDirect3DDevice8 *init_d3d8(void) { IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0; IDirect3D8 *d3d8_ptr = 0; IDirect3DDevice8 *device_ptr = 0; D3DPRESENT_PARAMETERS present_parameters; HRESULT hr; d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8"); ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n"); if (!d3d8_create) return NULL; d3d8_ptr = d3d8_create(D3D_SDK_VERSION); ok(d3d8_ptr != NULL, "Failed to create IDirect3D8 object\n"); if (!d3d8_ptr) return NULL; ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = FALSE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString8(hr)); return device_ptr; } struct vertex { float x, y, z; DWORD diffuse; }; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; }; static void lighting_test(IDirect3DDevice8 *device) { HRESULT hr; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD color; float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; struct vertex unlitquad[] = { {-1.0f, -1.0f, 0.1f, 0xffff0000}, {-1.0f, 0.0f, 0.1f, 0xffff0000}, { 0.0f, 0.0f, 0.1f, 0xffff0000}, { 0.0f, -1.0f, 0.1f, 0xffff0000}, }; struct vertex litquad[] = { {-1.0f, 0.0f, 0.1f, 0xff00ff00}, {-1.0f, 1.0f, 0.1f, 0xff00ff00}, { 0.0f, 1.0f, 0.1f, 0xff00ff00}, { 0.0f, 0.0f, 0.1f, 0xff00ff00}, }; struct nvertex unlitnquad[] = { { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, }; struct nvertex litnquad[] = { { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr)); /* Setup some states that may cause issues */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetVertexShader(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr)); if(hr == D3D_OK) { /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetVertexShader(device, nfvf); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr)); } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); } static void clear_test(IDirect3DDevice8 *device) { /* Tests the correctness of clearing parameters */ HRESULT hr; D3DRECT rect[2]; D3DRECT rect_negneg; DWORD color; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(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 %s\n", DXGetErrorString8(hr)); /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.x1 = 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 %s\n", DXGetErrorString8(hr)); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad */ ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad */ ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); } struct sVertex { float x, y, z; DWORD diffuse; DWORD specular; }; struct sVertexT { float x, y, z, rhw; DWORD diffuse; DWORD specular; }; static void fog_test(IDirect3DDevice8 *device) { HRESULT hr; DWORD color; float start = 0.0, end = 1.0; /* Gets full z based fog with linear fog, no fog with specular color */ struct sVertex unstransformed_1[] = { {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, }; /* Ok, I am too lazy to deal with transform matrices */ struct sVertex unstransformed_2[] = { {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, }; /* Untransformed ones. Give them a different diffuse color to make the test look * nicer. It also makes making sure that they are drawn correctly easier. */ struct sVertexT transformed_1[] = { {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; struct sVertexT transformed_2[] = { {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr)); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(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 %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(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 %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString8(hr)); if(IDirect3DDevice8_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(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, unstransformed_1, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr)); /* That makes it use the Z value */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(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, unstransformed_2, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr)); /* transformed verts */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(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(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString8(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])); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString8(hr)); } else { ok(FALSE, "BeginScene failed\n"); } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color); /* Turn off the fog master switch to avoid confusing other tests */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString8(hr)); } static void present_test(IDirect3DDevice8 *device) { struct vertex quad[] = { {-1.0f, -1.0f, 0.9f, 0xffff0000}, {-1.0f, 1.0f, 0.9f, 0xffff0000}, { 1.0f, -1.0f, 0.1f, 0xffff0000}, { 1.0f, 1.0f, 0.1f, 0xffff0000}, }; HRESULT hr; DWORD color; /* 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, 0.75, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr)); if(hr == D3D_OK) { /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr)); } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); color = getPixelColor(device, 512, 240); ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 64, 240); ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color); } static void test_rcp_rsq(IDirect3DDevice8 *device) { HRESULT hr; DWORD shader; DWORD color; unsigned char c1, c2, c3; float constant[4] = {1.0, 1.0, 1.0, 2.0}; static const float quad[][3] = { {-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, }; 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 */ }; 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 */ }; DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */ D3DVSD_END() }; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %08x\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %08x\n", hr); IDirect3DDevice8_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %08x\n", hr); IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); color = getPixelColor(device, 320, 240); c1 = (color & 0x00ff0000 )>> 16; c2 = (color & 0x0000ff00 )>> 8; c3 = (color & 0x000000ff )>> 0; ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n", c1, c2, c3); ok(c1 >= 0x7c && c1 <= 0x84, "Color component value is %02x\n", c1); IDirect3DDevice8_SetVertexShader(device, 0); IDirect3DDevice8_DeleteVertexShader(device, shader); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %08x\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %08x\n", hr); IDirect3DDevice8_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %08x\n", hr); IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); color = getPixelColor(device, 320, 240); c1 = (color & 0x00ff0000 )>> 16; c2 = (color & 0x0000ff00 )>> 8; c3 = (color & 0x000000ff )>> 0; ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n", c1, c2, c3); ok(c1 >= 0xb0 && c1 <= 0xb8, "Color component value is %02x\n", c1); IDirect3DDevice8_SetVertexShader(device, 0); IDirect3DDevice8_DeleteVertexShader(device, shader); } START_TEST(visual) { IDirect3DDevice8 *device_ptr; HRESULT hr; DWORD color; D3DCAPS8 caps; d3d8_handle = LoadLibraryA("d3d8.dll"); if (!d3d8_handle) { skip("Could not load d3d8.dll\n"); return; } device_ptr = init_d3d8(); if (!device_ptr) return; IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps); /* Check for the reliability of the returned data */ hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 1, 1); if(color !=0x00ff0000) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 639, 479); if(color != 0x0000ddee) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } /* Now run the real test */ lighting_test(device_ptr); clear_test(device_ptr); fog_test(device_ptr); present_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { test_rcp_rsq(device_ptr); } else { skip("No vs.1.1 support\n"); } cleanup: if(device_ptr) IDirect3DDevice8_Release(device_ptr); }