/* * 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 "wine/test.h" static HMODULE d3d8_handle = 0; struct vec3 { float x, y, z; }; struct vec4 { float x, y, z, w; }; static HWND create_window(void) { WNDCLASS wc = {0}; HWND ret; wc.lpfnWndProc = DefWindowProc; wc.lpszClassName = "d3d8_test_wc"; RegisterClass(&wc); ret = CreateWindow("d3d8_test_wc", "d3d8_test", WS_POPUP | WS_SYSMENU , 20, 20, 640, 480, 0, 0, 0, 0); ShowWindow(ret, SW_SHOW); return ret; } static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) { if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; return TRUE; } 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) || !tex ) /* 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 *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); if (!d3d8_ptr) { skip("could not create D3D8\n"); return NULL; } ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr); return device_ptr; } struct vertex { float x, y, z; DWORD diffuse; }; struct tvertex { float x, y, z, w; 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 %#08x\n", hr); /* Setup some states that may cause issues */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) 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_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, 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_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); 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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", 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 %#08x\n", 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 %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", 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 %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, nfvf); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", 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 %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", 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 %#08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); } color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 480, 360); /* Lower 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_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", 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 %#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); } 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 untransformed_1[] = { {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, }; /* Ok, I am too lazy to deal with transform matrices */ struct sVertex untransformed_2[] = { {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, }; /* Untransformed ones. Give them a different diffuse color to make the test look * nicer. It also makes making sure that they are drawn correctly easier. */ struct sVertexT transformed_1[] = { {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; struct sVertexT transformed_2[] = { {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; D3DCAPS8 caps; float ident_mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; float world_mat1[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 1.0f }; float world_mat2[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f }; float proj_mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f }; struct sVertex far_quad1[] = { {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, }; struct sVertex far_quad2[] = { {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, }; memset(&caps, 0, sizeof(caps)); hr = 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_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); /* 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); if(IDirect3DDevice8_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetVertexShader returned %#08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); /* That makes it use the Z value */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %#08x\n", hr); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); /* transformed verts */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetVertexShader returned %#08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP 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); /* 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), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0x00, 0x00), 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), (D3DMATRIX *) 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); if (IDirect3DDevice8_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice8_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, 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), (D3DMATRIX *) world_mat2); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) 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); if (IDirect3DDevice8_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "EndScene returned %#08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) ident_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) 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 = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr); } /* 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(IDirect3DDevice8 *device) { HRESULT hr; DWORD color; union { float f; DWORD i; } start, end; unsigned int i, j; /* Basic vertex shader without fog computation ("non foggy") */ static const DWORD vertex_shader_code1[] = { 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 vertex quad[] = { {-1.0f, -1.0f, 0.0f, 0xffff0000}, {-1.0f, 1.0f, 0.0f, 0xffff0000}, { 1.0f, -1.0f, 0.0f, 0xffff0000}, { 1.0f, 1.0f, 0.0f, 0xffff0000}, }; static const 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}; /* 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}; /* This reference data was collected on a nVidia GeForce 7600GS * driver version 84.19 DirectX version 9.0c on Windows XP */ static const struct test_data_t { int vshader; int pshader; D3DFOGMODE vfog; D3DFOGMODE tfog; unsigned int color[11]; } test_data[] = { /* Only pixel shader */ {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Vertex shader */ {1, 0, D3DFOG_NONE, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Vertex shader and pixel shader */ /* The next 4 tests would read the fog coord output, but it isn't available. * The result is a fully fogged quad, no matter what the Z coord is. */ {1, 1, D3DFOG_NONE, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, /* These use the Z coordinate with linear table fog */ {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Non-linear table fog without fog coord */ {1, 1, D3DFOG_NONE, D3DFOG_EXP, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {1, 1, D3DFOG_NONE, D3DFOG_EXP2, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, /* These tests fail on older Nvidia drivers */ /* Foggy vertex shader */ {2, 0, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* 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, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* These use table fog. Here the shader-provided fog coordinate is * ignored and the z coordinate used instead */ {2, 1, D3DFOG_NONE, D3DFOG_EXP, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_EXP2, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, }; /* NOTE: changing these values will not affect the tests with foggy vertex shader, * as the values are hardcoded in the shader constant */ start.f = 0.1f; end.f = 0.9f; 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].z = 0.001f + j / 10.02f; quad[1].z = 0.001f + j / 10.02f; quad[2].z = 0.001f + j / 10.02f; quad[3].z = 0.001f + j / 10.02f; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0f, 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), "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); } } /* Reset states */ hr = IDirect3DDevice8_SetVertexShader(device, 0); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr); IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]); IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); } 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 %08x\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", 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 %08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr); } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %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); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); } static void test_rcp_rsq(IDirect3DDevice8 *device) { HRESULT hr; DWORD shader; DWORD color; 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, 0xff336699, 0.0f, 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); 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); } color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), 4), "RCP test returned color 0x%08x, expected 0x00808080.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); IDirect3DDevice8_SetVertexShader(device, 0); IDirect3DDevice8_DeleteVertexShader(device, shader); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff996633, 0.0f, 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); 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); } color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), 4), "RSQ test returned color 0x%08x, expected 0x00b4b4b4.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr); IDirect3DDevice8_SetVertexShader(device, 0); IDirect3DDevice8_DeleteVertexShader(device, shader); } static void offscreen_test(IDirect3DDevice8 *device) { HRESULT hr; IDirect3DTexture8 *offscreenTexture = NULL; IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL; DWORD color; static const float quad[][5] = { {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, }; hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 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"); goto out; } } hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); if(!backbuffer) { goto out; } hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); if(!offscreen) { goto out; } 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); if(IDirect3DDevice8_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_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 = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr); /* This time with the texture */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); IDirect3DDevice8_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); } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); out: hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr); /* restore things */ if(backbuffer) { hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr); IDirect3DSurface8_Release(backbuffer); } if(offscreenTexture) { IDirect3DTexture8_Release(offscreenTexture); } if(offscreen) { IDirect3DSurface8_Release(offscreen); } if(depthstencil) { IDirect3DSurface8_Release(depthstencil); } } static void alpha_test(IDirect3DDevice8 *device) { HRESULT hr; IDirect3DTexture8 *offscreenTexture; IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL; DWORD color; struct vertex quad1[] = { {-1.0f, -1.0f, 0.1f, 0x4000ff00}, {-1.0f, 0.0f, 0.1f, 0x4000ff00}, { 1.0f, -1.0f, 0.1f, 0x4000ff00}, { 1.0f, 0.0f, 0.1f, 0x4000ff00}, }; struct vertex quad2[] = { {-1.0f, 0.0f, 0.1f, 0xc00000ff}, {-1.0f, 1.0f, 0.1f, 0xc00000ff}, { 1.0f, 0.0f, 0.1f, 0xc00000ff}, { 1.0f, 1.0f, 0.1f, 0xc00000ff}, }; static const float composite_quad[][5] = { { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, }; /* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 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); 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); if(!backbuffer) { goto out; } hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); if(!offscreen) { goto out; } 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); if(IDirect3DDevice8_BeginScene(device) == D3D_OK) { /* Draw two quads, one with src alpha blending, one with dest alpha blending. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); /* Switch to the offscreen buffer, and redo the testing. The offscreen render target * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render * targets without alpha channel, they give essentially ZERO and ONE blend factors. */ hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); /* Render the offscreen texture onto the frame buffer to be able to compare it regularly. * Disable alpha blending for the final composition */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); out: /* restore things */ if(backbuffer) { IDirect3DSurface8_Release(backbuffer); } if(offscreenTexture) { IDirect3DTexture8_Release(offscreenTexture); } if(offscreen) { IDirect3DSurface8_Release(offscreen); } if(depthstencil) { IDirect3DSurface8_Release(depthstencil); } } static void p8_texture_test(IDirect3DDevice8 *device) { IDirect3D8 *d3d = NULL; HRESULT hr; IDirect3DTexture8 *texture = NULL, *texture2 = NULL; D3DLOCKED_RECT lr; unsigned char *data; DWORD color, red, green, blue; PALETTEENTRY table[256]; D3DCAPS8 caps; UINT i; 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, }; 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, }; IDirect3DDevice8_GetDirect3D(device, &d3d); if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) { skip("D3DFMT_P8 textures not supported\n"); goto out; } hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture2); ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr); if(!texture2) { skip("Failed to create D3DFMT_P8 texture\n"); goto out; } 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(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr); if(!texture) { skip("Failed to create D3DFMT_P8 texture\n"); goto out; } 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, 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); /* 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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 32, 32); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff) >> 0; ok(red == 0xff && blue == 0 && green == 0, "got color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 32, 320); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff) >> 0; ok(red == 0 && blue == 0xff && green == 0, "got color %08x, expected 0x000000ff\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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 32, 32); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff) >> 0; ok(red == 0 && blue == 0xff && green == 0, "got color %08x, expected 0x000000ff\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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 32, 32); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff) >> 0; ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0, "got color %08x, expected 0x00800000 or near\n", color); color = getPixelColor(device, 32, 320); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff) >> 0; ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0, "got color %08x, expected 0x00000080 or near\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); } hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); out: if(texture) IDirect3DTexture8_Release(texture); if(texture2) IDirect3DTexture8_Release(texture2); IDirect3D8_Release(d3d); } static void texop_test(IDirect3DDevice8 *device) { IDirect3DTexture8 *texture = NULL; D3DLOCKED_RECT locked_rect; D3DCOLOR color; D3DCAPS8 caps; HRESULT hr; unsigned int i; 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)}, }; 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); } hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); if (texture) IDirect3DTexture8_Release(texture); } /* 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(IDirect3DDevice8 *device) { const struct tvertex quad1[] = { { 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, {640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f}, { 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, {640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f}, }; const struct tvertex quad2[] = { { 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, {640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814}, { 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, {640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814}, }; const struct tvertex quad3[] = { {112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, {208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff}, {112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, {208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff}, }; const struct tvertex quad4[] = { { 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, {112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff}, { 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, {112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff}, }; const struct vertex quad5[] = { { -0.5f, 0.5f, 10.0f, 0xff14f914}, { 0.5f, 0.5f, 10.0f, 0xff14f914}, { -0.5f, -0.5f, 10.0f, 0xff14f914}, { 0.5f, -0.5f, 10.0f, 0xff14f914}, }; const struct vertex quad6[] = { { -1.0f, 0.5f, 10.0f, 0xfff91414}, { 1.0f, 0.5f, 10.0f, 0xfff91414}, { -1.0f, 0.25f, 10.0f, 0xfff91414}, { 1.0f, 0.25f, 10.0f, 0xfff91414}, }; D3DVIEWPORT8 vp; D3DCOLOR color; D3DCAPS8 caps; HRESULT hr; vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 7.5; hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); 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); vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); } static void depth_buffer_test(IDirect3DDevice8 *device) { static const struct vertex quad1[] = { { -1.0, 1.0, 0.33f, 0xff00ff00}, { 1.0, 1.0, 0.33f, 0xff00ff00}, { -1.0, -1.0, 0.33f, 0xff00ff00}, { 1.0, -1.0, 0.33f, 0xff00ff00}, }; static const struct vertex quad2[] = { { -1.0, 1.0, 0.50f, 0xffff00ff}, { 1.0, 1.0, 0.50f, 0xffff00ff}, { -1.0, -1.0, 0.50f, 0xffff00ff}, { 1.0, -1.0, 0.50f, 0xffff00ff}, }; static const struct vertex quad3[] = { { -1.0, 1.0, 0.66f, 0xffff0000}, { 1.0, 1.0, 0.66f, 0xffff0000}, { -1.0, -1.0, 0.66f, 0xffff0000}, { 1.0, -1.0, 0.66f, 0xffff0000}, }; static const DWORD expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; IDirect3DSurface8 *depth_stencil; unsigned int i, j; D3DVIEWPORT8 vp; D3DCOLOR color; HRESULT hr; vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = 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); } /* 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(IDirect3DDevice8 *device) { static const struct vertex quad[] = { { -1.0, 1.0, 0.66f, 0xffff0000}, { 1.0, 1.0, 0.66f, 0xffff0000}, { -1.0, -1.0, 0.66f, 0xffff0000}, { 1.0, -1.0, 0.66f, 0xffff0000}, }; IDirect3DSurface8 *backbuffer, *rt1, *rt2; IDirect3DSurface8 *depth_stencil; unsigned int i, j; D3DVIEWPORT8 vp; D3DCOLOR color; HRESULT hr; vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = 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); } static void intz_test(IDirect3DDevice8 *device) { 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 */ }; 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}, }; 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)}, }; IDirect3DSurface8 *original_ds, *original_rt, *rt; IDirect3DTexture8 *texture; IDirect3DSurface8 *ds; IDirect3D8 *d3d8; D3DCAPS8 caps; HRESULT hr; DWORD ps; UINT i; 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"); return; } if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); return; } hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')); if (FAILED(hr)) { skip("No INTZ support, skipping INTZ test.\n"); return; } IDirect3D8_Release(d3d8); hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "GetDepthStencilSurface 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); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_ds); 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); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader 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); } static void shadow_test(IDirect3DDevice8 *device) { 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 */ }; 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"}, }; 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}, }; 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)}, }; IDirect3DSurface8 *original_ds, *original_rt, *rt; IDirect3D8 *d3d8; D3DCAPS8 caps; HRESULT hr; DWORD ps; UINT i; 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"); return; } hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "GetDepthStencilSurface 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; hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format); if (FAILED(hr)) 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_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_ds); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); IDirect3D8_Release(d3d8); } static void multisample_copy_rects_test(IDirect3DDevice8 *device) { IDirect3DSurface8 *original_ds, *original_rt, *ds, *ds_plain, *rt, *readback; RECT src_rect = {64, 64, 128, 128}; POINT dst_point = {96, 96}; D3DLOCKED_RECT locked_rect; IDirect3D8 *d3d8; D3DCOLOR color; HRESULT hr; hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES); IDirect3D8_Release(d3d8); if (FAILED(hr)) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n"); return; } 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_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_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); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); IDirect3DSurface8_Release(original_ds); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(readback); IDirect3DSurface8_Release(ds_plain); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); } static void resz_test(IDirect3DDevice8 *device) { IDirect3DSurface8 *rt, *original_rt, *ds, *original_ds, *intz_ds; IDirect3D8 *d3d8; D3DCAPS8 caps; HRESULT hr; unsigned int 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 */ }; 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}, }; 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)}, }; IDirect3DTexture8 *texture; DWORD ps, value; hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES); if (FAILED(hr)) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); return; } hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES); if (FAILED(hr)) { skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); return; } hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')); if (FAILED(hr)) { skip("No INTZ support, skipping RESZ test.\n"); return; } hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')); if (FAILED(hr)) { skip("No RESZ support, skipping RESZ test.\n"); return; } IDirect3D8_Release(d3d8); 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"); return; } 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); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); 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); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_ds); IDirect3DSurface8_Release(original_rt); } static void zenable_test(IDirect3DDevice8 *device) { static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, }; D3DCOLOR color; D3DCAPS8 caps; HRESULT hr; UINT x, y; UINT i, j; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to disable z-buffering, 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 | 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, 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), "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); 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, }; 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), "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_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, 0); ok(SUCCEEDED(hr), "Failed to set vertex shader, 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); } } START_TEST(visual) { IDirect3DDevice8 *device_ptr; HRESULT hr; DWORD color; D3DCAPS8 caps; d3d8_handle = LoadLibraryA("d3d8.dll"); if (!d3d8_handle) { win_skip("Could not load d3d8.dll\n"); return; } device_ptr = init_d3d8(); if (!device_ptr) { win_skip("Could not initialize direct3d\n"); 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)) { skip("Clear failed, can't assure correctness of the test results\n"); goto cleanup; } color = getPixelColor(device_ptr, 1, 1); if(color !=0x00ff0000) { skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color); goto cleanup; } IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { skip("Clear failed, can't assure correctness of the test results\n"); goto cleanup; } color = getPixelColor(device_ptr, 639, 479); if(color != 0x0000ddee) { skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color); goto cleanup; } IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); /* Now run the real test */ depth_clamp_test(device_ptr); lighting_test(device_ptr); clear_test(device_ptr); fog_test(device_ptr); present_test(device_ptr); offscreen_test(device_ptr); alpha_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { test_rcp_rsq(device_ptr); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) fog_with_shader_test(device_ptr); } else { skip("No vs.1.1 support\n"); } p8_texture_test(device_ptr); texop_test(device_ptr); depth_buffer_test(device_ptr); depth_buffer2_test(device_ptr); intz_test(device_ptr); shadow_test(device_ptr); multisample_copy_rects_test(device_ptr); zenable_test(device_ptr); resz_test(device_ptr); cleanup: if(device_ptr) { D3DDEVICE_CREATION_PARAMETERS creation_parameters; ULONG refcount; IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters); DestroyWindow(creation_parameters.hFocusWindow); refcount = IDirect3DDevice8_Release(device_ptr); ok(!refcount, "Device has %u references left\n", refcount); } }