/* * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) * Copyright (C) 2008 Alexander Dorofeyev * * 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 "wine/test.h" #include "ddraw.h" #include "d3d.h" struct vec3 { float x, y, z; }; struct vec4 { float x, y, z, w; }; static HWND window; static IDirectDraw7 *DirectDraw; static IDirectDrawSurface7 *Surface; static IDirectDrawSurface7 *depth_buffer; static IDirect3D7 *Direct3D; static IDirect3DDevice7 *Direct3DDevice; static BOOL refdevice = FALSE; static HRESULT (WINAPI *pDirectDrawCreateEx)(GUID *driver_guid, void **ddraw, REFIID interface_iid, IUnknown *outer); 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 HRESULT WINAPI enum_z_fmt(DDPIXELFORMAT *fmt, void *ctx) { DDPIXELFORMAT *zfmt = ctx; if(U1(*fmt).dwZBufferBitDepth > U1(*zfmt).dwZBufferBitDepth) { *zfmt = *fmt; } return DDENUMRET_OK; } static HRESULT WINAPI enum_devtype_cb(char *desc_str, char *name, D3DDEVICEDESC7 *desc, void *ctx) { BOOL *hal_ok = ctx; if (IsEqualGUID(&desc->deviceGUID, &IID_IDirect3DTnLHalDevice)) { *hal_ok = TRUE; return DDENUMRET_CANCEL; } return DDENUMRET_OK; } static BOOL createObjects(void) { HRESULT hr; HMODULE hmod = GetModuleHandleA("ddraw.dll"); WNDCLASSA wc = {0}; DDSURFACEDESC2 ddsd; DDPIXELFORMAT zfmt; BOOL hal_ok = FALSE; const GUID *devtype = &IID_IDirect3DHALDevice; if(!hmod) return FALSE; pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx"); if(!pDirectDrawCreateEx) return FALSE; hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL); ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreateEx returned: %x\n", hr); if(!DirectDraw) goto err; wc.lpfnWndProc = DefWindowProcA; wc.lpszClassName = "d3d7_test_wc"; RegisterClassA(&wc); window = CreateWindowA("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, 640, 480, 0, 0, 0, 0); hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); ok(hr == DD_OK, "IDirectDraw7_SetCooperativeLevel failed with %08x\n", hr); if(FAILED(hr)) goto err; hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0); if(FAILED(hr)) { /* 24 bit is fine too */ hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0); } ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "IDirectDraw7_SetDisplayMode failed with %08x\n", hr); if(FAILED(hr)) { /* use trace, the caller calls skip() */ trace("SetDisplayMode failed\n"); goto err; } hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D); if (hr == E_NOINTERFACE) goto err; ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr); /* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently * than hardware implementations. Request single buffering, that seems to work everywhere */ memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE; U5(ddsd).dwBackBufferCount = 1; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL); if(FAILED(hr)) goto err; hr = IDirect3D7_EnumDevices(Direct3D, enum_devtype_cb, &hal_ok); ok(SUCCEEDED(hr), "Failed to enumerate devices, hr %#x.\n", hr); if (hal_ok) devtype = &IID_IDirect3DTnLHalDevice; memset(&zfmt, 0, sizeof(zfmt)); hr = IDirect3D7_EnumZBufferFormats(Direct3D, devtype, enum_z_fmt, &zfmt); if (FAILED(hr)) goto err; if (zfmt.dwSize == 0) goto err; memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER; U4(ddsd).ddpfPixelFormat = zfmt; ddsd.dwWidth = 640; ddsd.dwHeight = 480; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &depth_buffer, NULL); ok(SUCCEEDED(hr), "CreateSurface failed, hr %#x.\n", hr); if (FAILED(hr)) goto err; hr = IDirectDrawSurface_AddAttachedSurface(Surface, depth_buffer); ok(SUCCEEDED(hr), "AddAttachedSurface failed, hr %#x.\n", hr); if (FAILED(hr)) goto err; hr = IDirect3D7_CreateDevice(Direct3D, devtype, Surface, &Direct3DDevice); if (FAILED(hr) || !Direct3DDevice) goto err; return TRUE; err: if(DirectDraw) IDirectDraw7_Release(DirectDraw); if (depth_buffer) IDirectDrawSurface7_Release(depth_buffer); if(Surface) IDirectDrawSurface7_Release(Surface); if(Direct3D) IDirect3D7_Release(Direct3D); if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice); if(window) DestroyWindow(window); return FALSE; } static void releaseObjects(void) { IDirect3DDevice7_Release(Direct3DDevice); IDirect3D7_Release(Direct3D); IDirectDrawSurface7_Release(depth_buffer); IDirectDrawSurface7_Release(Surface); IDirectDraw7_Release(DirectDraw); DestroyWindow(window); } static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y) { DWORD ret; HRESULT hr; DDSURFACEDESC2 ddsd; RECT rectToLock = {x, y, x+1, y+1}; IDirectDrawSurface7 *surf = NULL; /* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer * to an offscreen surface and lock it instead of the front buffer */ memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; ddsd.dwWidth = 640; ddsd.dwHeight = 480; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL); ok(hr == DD_OK, "IDirectDraw7_CreateSurface failed with %08x\n", hr); if(!surf) { trace("cannot create helper surface\n"); return 0xdeadbeef; } memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0); ok(hr == DD_OK, "IDirectDrawSurface7_BltFast returned %08x\n", hr); if(FAILED(hr)) { trace("Cannot blit\n"); ret = 0xdeadbee; goto out; } hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%08x\n", 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 *) ddsd.lpSurface)[0] & 0x00ffffff; hr = IDirectDrawSurface7_Unlock(surf, NULL); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%08x\n", hr); } out: IDirectDrawSurface7_Release(surf); return ret; } static void set_viewport_size(IDirect3DDevice7 *device) { D3DVIEWPORT7 vp = {0}; DDSURFACEDESC2 ddsd; HRESULT hr; IDirectDrawSurface7 *target; hr = IDirect3DDevice7_GetRenderTarget(device, &target); ok(hr == D3D_OK, "IDirect3DDevice7_GetRenderTarget returned %08x\n", hr); memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); hr = IDirectDrawSurface7_GetSurfaceDesc(target, &ddsd); ok(hr == D3D_OK, "IDirectDrawSurface7_GetSurfaceDesc returned %08x\n", hr); IDirectDrawSurface7_Release(target); vp.dwWidth = ddsd.dwWidth; vp.dwHeight = ddsd.dwHeight; hr = IDirect3DDevice7_SetViewport(device, &vp); ok(hr == D3D_OK, "IDirect3DDevice7_SetViewport returned %08x\n", hr); return; } static void fog_test(IDirect3DDevice7 *device) { HRESULT hr; DWORD color; float start = 0.0, end = 1.0; D3DDEVICEDESC7 caps; struct { struct vec3 position; DWORD diffuse; DWORD specular; } /* Gets full z based fog with linear fog, no fog with specular color */ 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 helps making sure that they are drawn * correctly. */ struct { struct vec4 position; DWORD diffuse; DWORD 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}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; 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, }; 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, }; 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, }; 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, }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice7_GetCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice7_GetCaps returned %08x\n", hr); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color returned %08x\n", hr); /* First test: Both table fog and vertex fog off */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_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 = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); if(IDirect3DDevice7_BeginScene(device) == D3D_OK) { /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, untransformed_1, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); /* That makes it use the Z value */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %08x\n", hr); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, untransformed_2, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, transformed_1, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog * equation */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, transformed_2, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "EndScene returned %08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00FF0000, 1), "Untransformed vertex with no table or vertex fog has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0000FF00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x00FFFF00, 1), "Transformed vertex with linear vertex fog has color %08x\n", color); if(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE) { color = getPixelColor(device, 480, 360); ok(color_match(color, 0x0000FF00, 1), "Transformed vertex with linear table fog has color %08x\n", color); } else { /* Without fog table support the vertex fog is still applied, even though table fog is turned on. * The settings above result in no fogging with vertex fog */ color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); trace("Info: Table fog not supported by this device\n"); } if (caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE) { /* A simple fog + non-identity world matrix test */ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &world_mat1); ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %#08x\n", hr); if (IDirect3DDevice7_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, far_quad1, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %#08x\n", hr); hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, far_quad2, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %#08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0000ff00, 1), "Fogged out quad has color %08x\n", color); /* Test fog behavior with an orthogonal (but not identity) projection matrix */ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &world_mat2); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &proj_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear returned %#08x\n", hr); if (IDirect3DDevice7_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, untransformed_1, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, untransformed_2, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0000ff00, 1), "Fogged out quad has color %08x\n", color); hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &ident_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &ident_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); } else { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); } /* Turn off the fog master switch to avoid confusing other tests */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr); } static void offscreen_test(IDirect3DDevice7 *device) { HRESULT hr; IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL; DWORD color; DDSURFACEDESC2 ddsd; static float quad[][5] = { {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, }; hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; ddsd.dwWidth = 128; ddsd.dwHeight = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL); ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreen) { goto out; } hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(!backbuffer) { goto out; } hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned hr = %08x\n", hr); if (refdevice) { win_skip("Tests would crash on W2K with a refdevice\n"); goto out; } if(IDirect3DDevice7_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); set_viewport_size(device); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); /* Draw without textures - Should result in a white quad */ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); set_viewport_size(device); hr = IDirect3DDevice7_SetTexture(device, 0, offscreen); ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr); /* This time with the texture */ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); IDirect3DDevice7_EndScene(device); } /* Center quad - should be white */ color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* Some quad in the cleared part of the texture */ color = getPixelColor(device, 170, 240); ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color); /* Part of the originally cleared back buffer */ color = getPixelColor(device, 10, 10); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); if(0) { /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture. * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on * the offscreen rendering mode this test would succeed or fail */ color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); } out: hr = IDirect3DDevice7_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice7_SetTexture returned %#x.\n", hr); /* restore things */ if(backbuffer) { hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0); ok(SUCCEEDED(hr), "IDirect3DDevice7_SetRenderTarget returned %#x.\n", hr); IDirectDrawSurface7_Release(backbuffer); } if(offscreen) { IDirectDrawSurface7_Release(offscreen); } } static void test_blend(IDirect3DDevice7 *device) { HRESULT hr; IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL; DWORD color, red, green, blue; DDSURFACEDESC2 ddsd; 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 float composite_quad[][5] = { { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, }; /* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT; ddsd.dwWidth = 128; ddsd.dwHeight = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE; U4(ddsd).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; U1(U4(ddsd).ddpfPixelFormat).dwRGBBitCount = 32; U2(U4(ddsd).ddpfPixelFormat).dwRBitMask = 0x00ff0000; U3(U4(ddsd).ddpfPixelFormat).dwGBitMask = 0x0000ff00; U4(U4(ddsd).ddpfPixelFormat).dwBBitMask = 0x000000ff; U5(U4(ddsd).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL); ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreen) { goto out; } hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(!backbuffer) { goto out; } hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); if (refdevice) { win_skip("Tests would crash on W2K with a refdevice\n"); goto out; } if(IDirect3DDevice7_BeginScene(device) == D3D_OK) { /* Draw two quads, one with src alpha blending, one with dest alpha blending. The * SRCALPHA / INVSRCALPHA blend doesn't give any surprises. Colors are blended based on * the input alpha * * The DESTALPHA / INVDESTALPHA do not "work" on the regular buffer because there is no alpha. * They give essentially ZERO and ONE blend factors */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad2, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); /* Switch to the offscreen buffer, and redo the testing. SRCALPHA and DESTALPHA. The offscreen buffer * has an alpha channel on its own. Clear the offscreen buffer with alpha = 0.5 again, then draw the * quads again. The SRCALPHA/INVSRCALPHA doesn't give any surprises, but the DESTALPHA/INVDESTALPHA * blending works as supposed now - blend factor is 0.5 in both cases, not 0.75 as from the input * vertices */ hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderTarget failed, hr = %08x\n", hr); set_viewport_size(device); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad2, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderTarget failed, hr = %08x\n", hr); set_viewport_size(device); /* Render the offscreen texture onto the frame buffer to be able to compare it regularly. * Disable alpha blending for the final composition */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTexture(device, 0, offscreen); ok(hr == D3D_OK, "IDirect3DDevice7_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, composite_quad, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice7_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 160, 360); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00, "SRCALPHA on frame buffer returned color 0x%08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 160, 120); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff , "DSTALPHA on frame buffer returned color 0x%08x, expected 0x000000ff\n", color); color = getPixelColor(device, 480, 360); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00, "SRCALPHA on texture returned color 0x%08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 480, 120); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81, "DSTALPHA on texture returned color 0x%08x, expected 0x00800080\n", color); out: if(offscreen) IDirectDrawSurface7_Release(offscreen); if(backbuffer) IDirectDrawSurface7_Release(backbuffer); } static void rhw_zero_test(IDirect3DDevice7 *device) { /* Test if it will render a quad correctly when vertex rhw = 0 */ HRESULT hr; DWORD color; struct { float x, y, z; float rhw; DWORD diffuse; } quad1[] = { {0, 100, 0, 0, 0xffffffff}, {0, 0, 0, 0, 0xffffffff}, {100, 100, 0, 0, 0xffffffff}, {100, 0, 0, 0, 0xffffffff}, }; /* Clear to black */ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice7_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad1, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 5, 5); ok(color == 0xffffff || broken(color == 0), /* VMware */ "Got color %08x, expected 00ffffff\n", color); color = getPixelColor(device, 105, 105); ok(color == 0, "Got color %08x, expected 00000000\n", color); } static DWORD D3D3_getPixelColor(IDirectDraw4 *DirectDraw, IDirectDrawSurface4 *Surface, UINT x, UINT y) { DWORD ret; HRESULT hr; DDSURFACEDESC2 ddsd; RECT rectToLock = {x, y, x+1, y+1}; IDirectDrawSurface4 *surf = NULL; /* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer * to an offscreen surface and lock it instead of the front buffer */ memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; ddsd.dwWidth = 640; ddsd.dwHeight = 480; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY; hr = IDirectDraw4_CreateSurface(DirectDraw, &ddsd, &surf, NULL); ok(hr == DD_OK, "IDirectDraw_CreateSurface failed with %08x\n", hr); if(!surf) { trace("cannot create helper surface\n"); return 0xdeadbeef; } memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); hr = IDirectDrawSurface4_BltFast(surf, 0, 0, Surface, NULL, 0); ok(hr == DD_OK, "IDirectDrawSurface_BltFast returned %08x\n", hr); if(FAILED(hr)) { trace("Cannot blit\n"); ret = 0xdeadbee; goto out; } hr = IDirectDrawSurface4_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%08x\n", 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 *) ddsd.lpSurface)[0] & 0x00ffffff; hr = IDirectDrawSurface4_Unlock(surf, NULL); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%08x\n", hr); } out: IDirectDrawSurface4_Release(surf); return ret; } static void D3D3_ViewportClearTest(void) { HRESULT hr; IDirectDraw *DirectDraw1 = NULL; IDirectDraw4 *DirectDraw4 = NULL; IDirectDrawSurface4 *Primary = NULL; IDirect3D3 *Direct3D3 = NULL; IDirect3DViewport3 *Viewport3 = NULL; IDirect3DViewport3 *SmallViewport3 = NULL; IDirect3DDevice3 *Direct3DDevice3 = NULL; WNDCLASSA wc = {0}; DDSURFACEDESC2 ddsd; D3DVIEWPORT2 vp_data; DWORD color, red, green, blue; D3DRECT rect; 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, }; struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0xffffffff}, {{-1.0f, 1.0f, 0.1f}, 0xffffffff}, {{ 1.0f, 1.0f, 0.1f}, 0xffffffff}, {{ 1.0f, -1.0f, 0.1f}, 0xffffffff}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; wc.lpfnWndProc = DefWindowProcA; wc.lpszClassName = "D3D3_ViewportClearTest_wc"; RegisterClassA(&wc); window = CreateWindowA("D3D3_ViewportClearTest_wc", "D3D3_ViewportClearTest", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, 640, 480, 0, 0, 0, 0); hr = DirectDrawCreate( NULL, &DirectDraw1, NULL ); ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreate returned: %x\n", hr); if(FAILED(hr)) goto out; hr = IDirectDraw_SetCooperativeLevel(DirectDraw1, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); ok(hr==DD_OK, "SetCooperativeLevel returned: %x\n", hr); if(FAILED(hr)) goto out; hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 32); if(FAILED(hr)) { /* 24 bit is fine too */ hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 24); } ok(hr==DD_OK || hr == DDERR_UNSUPPORTED, "SetDisplayMode returned: %x\n", hr); if (FAILED(hr)) goto out; hr = IDirectDraw_QueryInterface(DirectDraw1, &IID_IDirectDraw4, (void**)&DirectDraw4); ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr); if(FAILED(hr)) goto out; memset(&ddsd, 0, sizeof(DDSURFACEDESC2)); ddsd.dwSize = sizeof(DDSURFACEDESC2); ddsd.dwFlags = DDSD_CAPS; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE; hr = IDirectDraw_CreateSurface(DirectDraw4, &ddsd, &Primary, NULL); ok(hr==DD_OK, "IDirectDraw_CreateSurface returned: %08x\n", hr); if(FAILED(hr)) goto out; hr = IDirectDraw4_QueryInterface(DirectDraw4, &IID_IDirect3D3, (void**)&Direct3D3); ok(hr==DD_OK, "IDirectDraw4_QueryInterface returned: %08x\n", hr); if(FAILED(hr)) goto out; hr = IDirect3D3_CreateDevice(Direct3D3, &IID_IDirect3DHALDevice, Primary, &Direct3DDevice3, NULL); if(FAILED(hr)) { trace("Creating a HAL device failed, trying Ref\n"); hr = IDirect3D3_CreateDevice(Direct3D3, &IID_IDirect3DRefDevice, Primary, &Direct3DDevice3, NULL); } ok(hr==D3D_OK, "Creating 3D device returned: %x\n", hr); if(FAILED(hr)) goto out; hr = IDirect3D3_CreateViewport(Direct3D3, &Viewport3, NULL); ok(hr==DD_OK, "IDirect3D3_CreateViewport returned: %08x\n", hr); if(FAILED(hr)) goto out; hr = IDirect3DDevice3_AddViewport(Direct3DDevice3, Viewport3); ok(hr==DD_OK, "IDirect3DDevice3_AddViewport returned: %08x\n", hr); memset(&vp_data, 0, sizeof(D3DVIEWPORT2)); vp_data.dwSize = sizeof(D3DVIEWPORT2); vp_data.dwWidth = 640; vp_data.dwHeight = 480; vp_data.dvClipX = -1.0f; vp_data.dvClipWidth = 2.0f; vp_data.dvClipY = 1.0f; vp_data.dvClipHeight = 2.0f; vp_data.dvMaxZ = 1.0f; hr = IDirect3DViewport3_SetViewport2(Viewport3, &vp_data); ok(hr==DD_OK, "IDirect3DViewport3_SetViewport2 returned: %08x\n", hr); hr = IDirect3D3_CreateViewport(Direct3D3, &SmallViewport3, NULL); ok(hr==DD_OK, "IDirect3D3_CreateViewport returned: %08x\n", hr); if(FAILED(hr)) goto out; hr = IDirect3DDevice3_AddViewport(Direct3DDevice3, SmallViewport3); ok(hr==DD_OK, "IDirect3DDevice3_AddViewport returned: %08x\n", hr); memset(&vp_data, 0, sizeof(D3DVIEWPORT2)); vp_data.dwSize = sizeof(D3DVIEWPORT2); vp_data.dwX = 400; vp_data.dwY = 100; vp_data.dwWidth = 100; vp_data.dwHeight = 100; vp_data.dvClipX = -1.0f; vp_data.dvClipWidth = 2.0f; vp_data.dvClipY = 1.0f; vp_data.dvClipHeight = 2.0f; vp_data.dvMaxZ = 1.0f; hr = IDirect3DViewport3_SetViewport2(SmallViewport3, &vp_data); ok(hr==DD_OK, "IDirect3DViewport3_SetViewport2 returned: %08x\n", hr); hr = IDirect3DDevice3_BeginScene(Direct3DDevice3); ok(hr == D3D_OK, "IDirect3DDevice3_BeginScene failed with %08x\n", hr); hr = IDirect3DDevice3_SetTransform(Direct3DDevice3, D3DTRANSFORMSTATE_WORLD, &mat); ok(hr == D3D_OK, "IDirect3DDevice3_SetTransform returned %08x\n", hr); hr = IDirect3DDevice3_SetTransform(Direct3DDevice3, D3DTRANSFORMSTATE_VIEW, &mat); ok(hr == D3D_OK, "IDirect3DDevice3_SetTransform returned %08x\n", hr); hr = IDirect3DDevice3_SetTransform(Direct3DDevice3, D3DTRANSFORMSTATE_PROJECTION, &mat); ok(hr == D3D_OK, "IDirect3DDevice3_SetTransform returned %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState failed with %08x\n", hr); hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice3_SetRenderState returned %08x\n", hr); if (SUCCEEDED(hr)) { U1(rect).x1 = U2(rect).y1 = 0; U3(rect).x2 = 640; U4(rect).y2 = 480; hr = IDirect3DViewport3_Clear2(Viewport3, 1, &rect, D3DCLEAR_TARGET, 0x00ff00, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DViewport3_Clear2 failed, hr = %08x\n", hr); hr = IDirect3DViewport3_Clear2(SmallViewport3, 1, &rect, D3DCLEAR_TARGET, 0xff0000, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DViewport3_Clear2 failed, hr = %08x\n", hr); hr = IDirect3DDevice3_EndScene(Direct3DDevice3); ok(hr == D3D_OK, "IDirect3DDevice3_EndScene failed, hr = %08x\n", hr); } color = D3D3_getPixelColor(DirectDraw4, Primary, 5, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0xff && blue == 0, "Got color %08x, expected 0000ff00\n", color); color = D3D3_getPixelColor(DirectDraw4, Primary, 405, 105); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0xff && green == 0 && blue == 0, "Got color %08x, expected 00ff0000\n", color); /* Test that clearing viewport doesn't interfere with rendering to previously active viewport. */ hr = IDirect3DDevice3_BeginScene(Direct3DDevice3); ok(hr == D3D_OK, "IDirect3DDevice3_BeginScene failed with %08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice3_SetCurrentViewport(Direct3DDevice3, SmallViewport3); ok(hr == D3D_OK, "IDirect3DDevice3_SetCurrentViewport failed with %08x\n", hr); hr = IDirect3DViewport3_Clear2(Viewport3, 1, &rect, D3DCLEAR_TARGET, 0x000000, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DViewport3_Clear2 failed, hr = %08x\n", hr); hr = IDirect3DDevice3_DrawIndexedPrimitive(Direct3DDevice3, D3DPT_TRIANGLELIST, fvf, quad, 4 /* NumVerts */, Indices, 6 /* Indexcount */, 0 /* flags */); ok(hr == D3D_OK, "IDirect3DDevice3_DrawIndexedPrimitive failed with %08x\n", hr); hr = IDirect3DDevice3_EndScene(Direct3DDevice3); ok(hr == D3D_OK, "IDirect3DDevice3_EndScene failed, hr = %08x\n", hr); } color = D3D3_getPixelColor(DirectDraw4, Primary, 5, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue == 0, "Got color %08x, expected 00000000\n", color); color = D3D3_getPixelColor(DirectDraw4, Primary, 405, 105); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0xff && green == 0xff && blue == 0xff, "Got color %08x, expected 00ffffff\n", color); out: if (SmallViewport3) IDirect3DViewport3_Release(SmallViewport3); if (Viewport3) IDirect3DViewport3_Release(Viewport3); if (Direct3DDevice3) IDirect3DDevice3_Release(Direct3DDevice3); if (Direct3D3) IDirect3D3_Release(Direct3D3); if (Primary) IDirectDrawSurface4_Release(Primary); if (DirectDraw1) IDirectDraw_Release(DirectDraw1); if (DirectDraw4) IDirectDraw4_Release(DirectDraw4); if(window) DestroyWindow(window); } static COLORREF getPixelColor_GDI(IDirectDrawSurface *Surface, UINT x, UINT y) { COLORREF clr = CLR_INVALID; HDC hdc; HRESULT hr; hr = IDirectDrawSurface_GetDC(Surface, &hdc); ok(hr==DD_OK, "IDirectDrawSurface_GetDC returned: %x\n", hr); if (SUCCEEDED(hr)) { clr = GetPixel(hdc, x, y); hr = IDirectDrawSurface_ReleaseDC(Surface, hdc); ok(hr==DD_OK, "IDirectDrawSurface_ReleaseDC returned: %x\n", hr); } return clr; } static void cubemap_test(IDirect3DDevice7 *device) { IDirect3D7 *d3d; IDirectDraw7 *ddraw; IDirectDrawSurface7 *cubemap, *surface; D3DDEVICEDESC7 d3dcaps; HRESULT hr; DWORD color; DDSURFACEDESC2 ddsd; DDBLTFX DDBltFx; DDSCAPS2 caps; static float quad[] = { -1.0, -1.0, 0.1, 1.0, 0.0, 0.0, /* Lower left */ 0.0, -1.0, 0.1, 1.0, 0.0, 0.0, -1.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, -1.0, 0.1, 0.0, 1.0, 0.0, /* Lower right */ 1.0, -1.0, 0.1, 0.0, 1.0, 0.0, 0.0, 0.0, 0.1, 0.0, 1.0, 0.0, 1.0, 0.0, 0.1, 0.0, 1.0, 0.0, 0.0, 0.0, 0.1, 0.0, 0.0, 1.0, /* upper right */ 1.0, 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1.0, 0.1, 0.0, 0.0, 1.0, 1.0, 1.0, 0.1, 0.0, 0.0, 1.0, -1.0, 0.0, 0.1, -1.0, 0.0, 0.0, /* Upper left */ 0.0, 0.0, 0.1, -1.0, 0.0, 0.0, -1.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, 0.1, -1.0, 0.0, 0.0, }; memset(&DDBltFx, 0, sizeof(DDBltFx)); DDBltFx.dwSize = sizeof(DDBltFx); memset(&d3dcaps, 0, sizeof(d3dcaps)); hr = IDirect3DDevice7_GetCaps(device, &d3dcaps); ok(hr == D3D_OK, "IDirect3DDevice7_GetCaps returned %08x\n", hr); if(!(d3dcaps.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP)) { skip("No cubemap support\n"); return; } hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); hr = IDirect3DDevice7_GetDirect3D(device, &d3d); ok(hr == D3D_OK, "IDirect3DDevice7_GetDirect3D returned %08x\n", hr); hr = IDirect3D7_QueryInterface(d3d, &IID_IDirectDraw7, (void **) &ddraw); ok(hr == D3D_OK, "IDirect3D7_QueryInterface returned %08x\n", hr); IDirect3D7_Release(d3d); memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT | DDSD_CAPS; ddsd.dwWidth = 16; ddsd.dwHeight = 16; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_COMPLEX; ddsd.ddsCaps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_ALLFACES | DDSCAPS2_TEXTUREMANAGE; U4(ddsd).ddpfPixelFormat.dwFlags = DDPF_RGB; U1(U4(ddsd).ddpfPixelFormat).dwRGBBitCount = 32; U2(U4(ddsd).ddpfPixelFormat).dwRBitMask = 0x00FF0000; U3(U4(ddsd).ddpfPixelFormat).dwGBitMask = 0x0000FF00; U4(U4(ddsd).ddpfPixelFormat).dwBBitMask = 0x000000FF; hr = IDirectDraw7_CreateSurface(ddraw, &ddsd, &cubemap, NULL); ok(hr == DD_OK, "IDirectDraw7_CreateSurface returned %08x\n", hr); IDirectDraw7_Release(ddraw); /* Positive X */ U5(DDBltFx).dwFillColor = 0x00ff0000; hr = IDirectDrawSurface7_Blt(cubemap, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx); ok(hr == DD_OK, "IDirectDrawSurface7_Blt returned %08x\n", hr); memset(&caps, 0, sizeof(caps)); caps.dwCaps = DDSCAPS_TEXTURE; caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEX; hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface); ok(hr == DD_OK, "IDirectDrawSurface7_Lock returned %08x\n", hr); U5(DDBltFx).dwFillColor = 0x0000ffff; hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx); ok(hr == DD_OK, "IDirectDrawSurface7_Blt returned %08x\n", hr); caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEZ; hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface); ok(hr == DD_OK, "IDirectDrawSurface7_Lock returned %08x\n", hr); U5(DDBltFx).dwFillColor = 0x0000ff00; hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx); ok(hr == DD_OK, "IDirectDrawSurface7_Blt returned %08x\n", hr); caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_POSITIVEZ; hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface); ok(hr == DD_OK, "IDirectDrawSurface7_Lock returned %08x\n", hr); U5(DDBltFx).dwFillColor = 0x000000ff; hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx); ok(hr == DD_OK, "IDirectDrawSurface7_Blt returned %08x\n", hr); caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEY; hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface); ok(hr == DD_OK, "IDirectDrawSurface7_Lock returned %08x\n", hr); U5(DDBltFx).dwFillColor = 0x00ffff00; hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx); ok(hr == DD_OK, "IDirectDrawSurface7_Blt returned %08x\n", hr); caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_POSITIVEY; hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface); ok(hr == DD_OK, "IDirectDrawSurface7_Lock returned %08x\n", hr); U5(DDBltFx).dwFillColor = 0x00ff00ff; hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx); ok(hr == DD_OK, "IDirectDrawSurface7_Blt returned %08x\n", hr); hr = IDirect3DDevice7_SetTexture(device, 0, cubemap); ok(hr == DD_OK, "IDirect3DDevice7_SetTexture returned %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == DD_OK, "IDirect3DDevice7_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == DD_OK, "IDirect3DDevice7_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice7_BeginScene(device); ok(hr == DD_OK, "IDirect3DDevice7_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 0 * 6, 4, 0); if (hr == DDERR_UNSUPPORTED || hr == DDERR_NODIRECTDRAWHW) { /* VMware */ win_skip("IDirect3DDevice7_DrawPrimitive is not completely implemented, colors won't be tested\n"); hr = IDirect3DDevice7_EndScene(device); ok(hr == DD_OK, "IDirect3DDevice7_EndScene returned %08x\n", hr); goto out; } ok(hr == DD_OK, "IDirect3DDevice7_DrawPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 4 * 6, 4, 0); ok(hr == DD_OK, "IDirect3DDevice7_DrawPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 8 * 6, 4, 0); ok(hr == DD_OK, "IDirect3DDevice7_DrawPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 12* 6, 4, 0); ok(hr == DD_OK, "IDirect3DDevice7_DrawPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == DD_OK, "IDirect3DDevice7_EndScene returned %08x\n", hr); } hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == DD_OK, "IDirect3DDevice7_SetTextureStageState returned %08x\n", hr); color = getPixelColor(device, 160, 360); /* lower left quad - positivex */ ok(color == 0x00ff0000, "DDSCAPS2_CUBEMAP_POSITIVEX has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); /* upper left quad - negativex */ ok(color == 0x0000ffff, "DDSCAPS2_CUBEMAP_NEGATIVEX has color 0x%08x, expected 0x0000ffff\n", color); color = getPixelColor(device, 480, 360); /* lower right quad - positivey */ ok(color == 0x00ff00ff, "DDSCAPS2_CUBEMAP_POSITIVEY has color 0x%08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 480, 120); /* upper right quad - positivez */ ok(color == 0x000000ff, "DDSCAPS2_CUBEMAP_POSITIVEZ has color 0x%08x, expected 0x000000ff\n", color); out: hr = IDirect3DDevice7_SetTexture(device, 0, NULL); ok(hr == DD_OK, "IDirect3DDevice7_SetTexture returned %08x\n", hr); IDirectDrawSurface7_Release(cubemap); } /* 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(IDirect3DDevice7 *device) { 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}, }; 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}, }; D3DVIEWPORT7 vp; D3DCOLOR color; HRESULT hr; vp.dwX = 0; vp.dwY = 0; vp.dwWidth = 640; vp.dwHeight = 480; vp.dvMinZ = 0.0; vp.dvMaxZ = 7.5; hr = IDirect3DDevice7_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice7_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad1, 4, 0); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad2, 4, 0); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad3, 4, 0); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad4, 4, 0); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad5, 4, 0); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad6, 4, 0); ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); color = getPixelColor(device, 75, 75); ok(color_match(color, 0x00ffffff, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x00ffffff, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00002b7f, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); vp.dvMinZ = 0.0; vp.dvMaxZ = 1.0; hr = IDirect3DDevice7_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); } static void DX1_BackBufferFlipTest(void) { HRESULT hr; IDirectDraw *DirectDraw1 = NULL; IDirectDrawSurface *Primary = NULL; IDirectDrawSurface *Backbuffer = NULL; WNDCLASSA wc = {0}; DDSURFACEDESC ddsd; DDBLTFX ddbltfx; COLORREF color; const DWORD white = 0xffffff; const DWORD red = 0xff0000; BOOL attached = FALSE; wc.lpfnWndProc = DefWindowProcA; wc.lpszClassName = "DX1_BackBufferFlipTest_wc"; RegisterClassA(&wc); window = CreateWindowA("DX1_BackBufferFlipTest_wc", "DX1_BackBufferFlipTest", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, 640, 480, 0, 0, 0, 0); hr = DirectDrawCreate( NULL, &DirectDraw1, NULL ); ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreate returned: %x\n", hr); if(FAILED(hr)) goto out; hr = IDirectDraw_SetCooperativeLevel(DirectDraw1, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); ok(hr==DD_OK, "SetCooperativeLevel returned: %x\n", hr); if(FAILED(hr)) goto out; hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 32); if(FAILED(hr)) { /* 24 bit is fine too */ hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 24); } ok(hr==DD_OK || hr == DDERR_UNSUPPORTED, "SetDisplayMode returned: %x\n", hr); if (FAILED(hr)) { goto out; } memset(&ddsd, 0, sizeof(DDSURFACEDESC)); ddsd.dwSize = sizeof(DDSURFACEDESC); ddsd.dwFlags = DDSD_CAPS; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &Primary, NULL); ok(hr==DD_OK, "IDirectDraw_CreateSurface returned: %08x\n", hr); memset(&ddsd, 0, sizeof(DDSURFACEDESC)); ddsd.dwSize = sizeof(DDSURFACEDESC); ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT; ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER; ddsd.dwWidth = 640; ddsd.dwHeight = 480; ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat); ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB; U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32; U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000; U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00; U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &Backbuffer, NULL); ok(hr==DD_OK, "IDirectDraw_CreateSurface returned: %08x\n", hr); if(FAILED(hr)) goto out; hr = IDirectDrawSurface_AddAttachedSurface(Primary, Backbuffer); todo_wine ok(hr == DD_OK || broken(hr == DDERR_CANNOTATTACHSURFACE), "Attaching a back buffer to a front buffer returned %08x\n", hr); if (FAILED(hr)) goto out; attached = TRUE; memset(&ddbltfx, 0, sizeof(ddbltfx)); ddbltfx.dwSize = sizeof(ddbltfx); U5(ddbltfx).dwFillColor = red; hr = IDirectDrawSurface_Blt(Backbuffer, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == DD_OK, "IDirectDrawSurface_Blt returned: %x\n", hr); U5(ddbltfx).dwFillColor = white; hr = IDirectDrawSurface_Blt(Primary, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == DD_OK, "IDirectDrawSurface_Blt returned: %x\n", hr); /* Check it out */ color = getPixelColor_GDI(Primary, 5, 5); ok(GetRValue(color) == 0xFF && GetGValue(color) == 0xFF && GetBValue(color) == 0xFF, "got R %02X G %02X B %02X, expected R FF G FF B FF\n", GetRValue(color), GetGValue(color), GetBValue(color)); color = getPixelColor_GDI(Backbuffer, 5, 5); ok(GetRValue(color) == 0xFF && GetGValue(color) == 0 && GetBValue(color) == 0, "got R %02X G %02X B %02X, expected R FF G 00 B 00\n", GetRValue(color), GetGValue(color), GetBValue(color)); hr = IDirectDrawSurface_Flip(Primary, NULL, DDFLIP_WAIT); todo_wine ok(hr == DD_OK, "IDirectDrawSurface_Flip returned 0x%08x\n", hr); if (hr == DD_OK) { color = getPixelColor_GDI(Primary, 5, 5); ok(GetRValue(color) == 0xFF && GetGValue(color) == 0 && GetBValue(color) == 0, "got R %02X G %02X B %02X, expected R FF G 00 B 00\n", GetRValue(color), GetGValue(color), GetBValue(color)); color = getPixelColor_GDI(Backbuffer, 5, 5); ok((GetRValue(color) == 0xFF && GetGValue(color) == 0xFF && GetBValue(color) == 0xFF) || broken(GetRValue(color) == 0xFF && GetGValue(color) == 0 && GetBValue(color) == 0), /* broken driver */ "got R %02X G %02X B %02X, expected R FF G FF B FF\n", GetRValue(color), GetGValue(color), GetBValue(color)); } out: if (Backbuffer) { if (attached) IDirectDrawSurface_DeleteAttachedSurface(Primary, 0, Backbuffer); IDirectDrawSurface_Release(Backbuffer); } if (Primary) IDirectDrawSurface_Release(Primary); if (DirectDraw1) IDirectDraw_Release(DirectDraw1); if (window) DestroyWindow(window); } START_TEST(visual) { HRESULT hr; DWORD color; if(!createObjects()) { skip("Cannot initialize DirectDraw and Direct3D, skipping\n"); return; } /* Check for the reliability of the returned data */ hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); if(FAILED(hr)) { skip("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } color = getPixelColor(Direct3DDevice, 1, 1); if(color !=0x00ff0000) { skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { skip("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } color = getPixelColor(Direct3DDevice, 639, 479); if(color != 0x0000ddee) { skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } /* Now run the tests */ depth_clamp_test(Direct3DDevice); fog_test(Direct3DDevice); offscreen_test(Direct3DDevice); test_blend(Direct3DDevice); rhw_zero_test(Direct3DDevice); cubemap_test(Direct3DDevice); releaseObjects(); /* release DX7 interfaces to test D3D1 */ D3D3_ViewportClearTest(); DX1_BackBufferFlipTest(); return ; cleanup: releaseObjects(); }