/* * Copyright (C) 2006 Vitaliy Margolen * Copyright (C) 2006 Chris Robinson * * 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 */ #define COBJMACROS #include #include #include "wine/test.h" static IDirect3D8 *(WINAPI *pDirect3DCreate8)(UINT); static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO); static const DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */ 0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */ 0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */ 0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */ 0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */ 0x0000FFFF}; /* END */ static const DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */ 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */ 0x00000042, 0xB00F0000, /* tex t0 */ 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */ 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */ 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */ 0x0000FFFF}; /* END */ static int get_refcount(IUnknown *object) { IUnknown_AddRef( object ); return IUnknown_Release( object ); } #define CHECK_CALL(r,c,d,rc) \ if (SUCCEEDED(r)) {\ int tmp1 = get_refcount( (IUnknown *)d ); \ int rc_new = rc; \ ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \ } else {\ trace("%s failed: %#08x\n", c, r); \ } #define CHECK_RELEASE(obj,d,rc) \ if (obj) { \ int tmp1, rc_new = rc; \ IUnknown_Release( obj ); \ tmp1 = get_refcount( (IUnknown *)d ); \ ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \ } #define CHECK_REFCOUNT(obj,rc) \ { \ int rc_new = rc; \ int count = get_refcount( (IUnknown *)obj ); \ ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \ } #define CHECK_RELEASE_REFCOUNT(obj,rc) \ { \ int rc_new = rc; \ int count = IUnknown_Release( (IUnknown *)obj ); \ ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \ } #define CHECK_ADDREF_REFCOUNT(obj,rc) \ { \ int rc_new = rc; \ int count = IUnknown_AddRef( (IUnknown *)obj ); \ ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \ } #define CHECK_SURFACE_CONTAINER(obj,iid,expected) \ { \ void *container_ptr = (void *)0x1337c0d3; \ hr = IDirect3DSurface8_GetContainer(obj, &iid, &container_ptr); \ ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08x, container_ptr %p. " \ "Expected hr %#08x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \ if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \ } static void check_mipmap_levels( IDirect3DDevice8* device, int width, int height, int count) { IDirect3DBaseTexture8* texture = NULL; HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture ); if (SUCCEEDED(hr)) { DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture); ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels); } else trace("CreateTexture failed: %#08x\n", hr); if (texture) IUnknown_Release( texture ); } static void test_mipmap_levels(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } check_mipmap_levels(pDevice, 32, 32, 6); check_mipmap_levels(pDevice, 256, 1, 9); check_mipmap_levels(pDevice, 1, 256, 9); check_mipmap_levels(pDevice, 1, 1, 1); cleanup: if (pD3d) IUnknown_Release( pD3d ); if (pDevice) IUnknown_Release( pDevice ); DestroyWindow( hwnd ); } static void test_swapchain(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; IDirect3DSwapChain8 *swapchain1 = NULL; IDirect3DSwapChain8 *swapchain2 = NULL; IDirect3DSwapChain8 *swapchain3 = NULL; IDirect3DSurface8 *backbuffer = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.BackBufferCount = 0; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } /* Check if the back buffer count was modified */ ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount); /* Create a bunch of swapchains */ d3dpp.BackBufferCount = 0; hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain1); ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount); d3dpp.BackBufferCount = 1; hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain2); ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); d3dpp.BackBufferCount = 2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain3); ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); if(SUCCEEDED(hr)) { /* Swapchain 3, created with backbuffercount 2 */ backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%#08x)\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 1, 0, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%#08x)\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 2, 0, &backbuffer); ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 3, 0, &backbuffer); ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); } /* Check the back buffers of the swapchains */ /* Swapchain 1, created with backbuffercount 0 */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer != NULL, "The back buffer is NULL (%#08x)\n", hr); if(backbuffer) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 1, 0, &backbuffer); ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); /* Swapchain 2 - created with backbuffercount 1 */ backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 0, 0, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 1, 0, &backbuffer); ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 2, 0, &backbuffer); ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); cleanup: if(swapchain1) IDirect3DSwapChain8_Release(swapchain1); if(swapchain2) IDirect3DSwapChain8_Release(swapchain2); if(swapchain3) IDirect3DSwapChain8_Release(swapchain3); if(pDevice) IDirect3DDevice8_Release(pDevice); if(pD3d) IDirect3DDevice8_Release(pD3d); DestroyWindow( hwnd ); } static void test_refcount(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; IDirect3DVertexBuffer8 *pVertexBuffer = NULL; IDirect3DIndexBuffer8 *pIndexBuffer = NULL; DWORD dVertexShader = -1; DWORD dPixelShader = -1; IDirect3DCubeTexture8 *pCubeTexture = NULL; IDirect3DTexture8 *pTexture = NULL; IDirect3DVolumeTexture8 *pVolumeTexture = NULL; IDirect3DVolume8 *pVolumeLevel = NULL; IDirect3DSurface8 *pStencilSurface = NULL; IDirect3DSurface8 *pImageSurface = NULL; IDirect3DSurface8 *pRenderTarget = NULL; IDirect3DSurface8 *pRenderTarget2 = NULL; IDirect3DSurface8 *pRenderTarget3 = NULL; IDirect3DSurface8 *pTextureLevel = NULL; IDirect3DSurface8 *pBackBuffer = NULL; DWORD dStateBlock = -1; IDirect3DSwapChain8 *pSwapChain = NULL; D3DCAPS8 caps; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; int refcount = 0, tmp; DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */ D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), /* D3DVSDE_DIFFUSE, Register v5 */ D3DVSD_END() }; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } IDirect3DDevice8_GetDeviceCaps(pDevice, &caps); refcount = get_refcount( (IUnknown *)pDevice ); ok(refcount == 1, "Invalid device RefCount %d\n", refcount); /** * Check refcount of implicit surfaces. Findings: * - the container is the device * - they hold a reference to the device * - they are created with a refcount of 0 (Get/Release returns original refcount) * - they are not freed if refcount reaches 0. * - the refcount is not forwarded to the container. */ hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget); CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount); if(pRenderTarget) { CHECK_SURFACE_CONTAINER( pRenderTarget, IID_IDirect3DDevice8, pDevice); CHECK_REFCOUNT( pRenderTarget, 1); CHECK_ADDREF_REFCOUNT(pRenderTarget, 2); CHECK_REFCOUNT(pDevice, refcount); CHECK_RELEASE_REFCOUNT(pRenderTarget, 1); CHECK_REFCOUNT(pDevice, refcount); hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget); CHECK_CALL( hr, "GetRenderTarget", pDevice, refcount); CHECK_REFCOUNT( pRenderTarget, 2); CHECK_RELEASE_REFCOUNT( pRenderTarget, 1); CHECK_RELEASE_REFCOUNT( pRenderTarget, 0); CHECK_REFCOUNT( pDevice, --refcount); /* The render target is released with the device, so AddRef with refcount=0 is fine here. */ CHECK_ADDREF_REFCOUNT(pRenderTarget, 1); CHECK_REFCOUNT(pDevice, ++refcount); CHECK_RELEASE_REFCOUNT(pRenderTarget, 0); CHECK_REFCOUNT(pDevice, --refcount); } /* Render target and back buffer are identical. */ hr = IDirect3DDevice8_GetBackBuffer(pDevice, 0, 0, &pBackBuffer); CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount); if(pBackBuffer) { CHECK_RELEASE_REFCOUNT(pBackBuffer, 0); ok(pRenderTarget == pBackBuffer, "RenderTarget=%p and BackBuffer=%p should be the same.\n", pRenderTarget, pBackBuffer); pBackBuffer = NULL; } CHECK_REFCOUNT( pDevice, --refcount); hr = IDirect3DDevice8_GetDepthStencilSurface(pDevice, &pStencilSurface); CHECK_CALL( hr, "GetDepthStencilSurface", pDevice, ++refcount); if(pStencilSurface) { CHECK_SURFACE_CONTAINER( pStencilSurface, IID_IDirect3DDevice8, pDevice); CHECK_REFCOUNT( pStencilSurface, 1); CHECK_ADDREF_REFCOUNT(pStencilSurface, 2); CHECK_REFCOUNT(pDevice, refcount); CHECK_RELEASE_REFCOUNT(pStencilSurface, 1); CHECK_REFCOUNT(pDevice, refcount); CHECK_RELEASE_REFCOUNT( pStencilSurface, 0); CHECK_REFCOUNT( pDevice, --refcount); /* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */ CHECK_ADDREF_REFCOUNT(pStencilSurface, 1); CHECK_REFCOUNT(pDevice, ++refcount); CHECK_RELEASE_REFCOUNT(pStencilSurface, 0); CHECK_REFCOUNT(pDevice, --refcount); pStencilSurface = NULL; } /* Buffers */ hr = IDirect3DDevice8_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer ); CHECK_CALL( hr, "CreateIndexBuffer", pDevice, ++refcount ); if(pIndexBuffer) { tmp = get_refcount( (IUnknown *)pIndexBuffer ); hr = IDirect3DDevice8_SetIndices(pDevice, pIndexBuffer, 0); CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp); hr = IDirect3DDevice8_SetIndices(pDevice, NULL, 0); CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp); } hr = IDirect3DDevice8_CreateVertexBuffer( pDevice, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer ); CHECK_CALL( hr, "CreateVertexBuffer", pDevice, ++refcount ); if(pVertexBuffer) { IDirect3DVertexBuffer8 *pVBuf = (void*)~0; UINT stride = ~0; tmp = get_refcount( (IUnknown *)pVertexBuffer ); hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, pVertexBuffer, 3 * sizeof(float)); CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp); hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, NULL, 0); CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp); hr = IDirect3DDevice8_GetStreamSource(pDevice, 0, &pVBuf, &stride); ok(SUCCEEDED(hr), "GetStreamSource did not succeed with NULL stream!\n"); ok(pVBuf==NULL, "pVBuf not NULL (%p)!\n", pVBuf); ok(stride==3*sizeof(float), "stride not 3 floats (got %u)!\n", stride); } /* Shaders */ hr = IDirect3DDevice8_CreateVertexShader( pDevice, decl, simple_vs, &dVertexShader, 0 ); CHECK_CALL( hr, "CreateVertexShader", pDevice, refcount ); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0)) { hr = IDirect3DDevice8_CreatePixelShader( pDevice, simple_ps, &dPixelShader ); CHECK_CALL( hr, "CreatePixelShader", pDevice, refcount ); } /* Textures */ hr = IDirect3DDevice8_CreateTexture( pDevice, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture ); CHECK_CALL( hr, "CreateTexture", pDevice, ++refcount ); if (pTexture) { tmp = get_refcount( (IUnknown *)pTexture ); /* SetTexture should not increase refcounts */ hr = IDirect3DDevice8_SetTexture(pDevice, 0, (IDirect3DBaseTexture8 *) pTexture); CHECK_CALL( hr, "SetTexture", pTexture, tmp); hr = IDirect3DDevice8_SetTexture(pDevice, 0, NULL); CHECK_CALL( hr, "SetTexture", pTexture, tmp); /* This should not increment device refcount */ hr = IDirect3DTexture8_GetSurfaceLevel( pTexture, 1, &pTextureLevel ); CHECK_CALL( hr, "GetSurfaceLevel", pDevice, refcount ); /* But should increment texture's refcount */ CHECK_REFCOUNT( pTexture, tmp+1 ); /* Because the texture and surface refcount are identical */ if (pTextureLevel) { CHECK_REFCOUNT ( pTextureLevel, tmp+1 ); CHECK_ADDREF_REFCOUNT ( pTextureLevel, tmp+2 ); CHECK_REFCOUNT ( pTexture , tmp+2 ); CHECK_RELEASE_REFCOUNT( pTextureLevel, tmp+1 ); CHECK_REFCOUNT ( pTexture , tmp+1 ); CHECK_RELEASE_REFCOUNT( pTexture , tmp ); CHECK_REFCOUNT ( pTextureLevel, tmp ); } } if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) { hr = IDirect3DDevice8_CreateCubeTexture( pDevice, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture ); CHECK_CALL( hr, "CreateCubeTexture", pDevice, ++refcount ); } else { skip("Cube textures not supported\n"); } if(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) { hr = IDirect3DDevice8_CreateVolumeTexture( pDevice, 32, 32, 2, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture ); CHECK_CALL( hr, "CreateVolumeTexture", pDevice, ++refcount ); } else { skip("Volume textures not supported\n"); } if (pVolumeTexture) { tmp = get_refcount( (IUnknown *)pVolumeTexture ); /* This should not increment device refcount */ hr = IDirect3DVolumeTexture8_GetVolumeLevel(pVolumeTexture, 0, &pVolumeLevel); CHECK_CALL( hr, "GetVolumeLevel", pDevice, refcount ); /* But should increment volume texture's refcount */ CHECK_REFCOUNT( pVolumeTexture, tmp+1 ); /* Because the volume texture and volume refcount are identical */ if (pVolumeLevel) { CHECK_REFCOUNT ( pVolumeLevel , tmp+1 ); CHECK_ADDREF_REFCOUNT ( pVolumeLevel , tmp+2 ); CHECK_REFCOUNT ( pVolumeTexture, tmp+2 ); CHECK_RELEASE_REFCOUNT( pVolumeLevel , tmp+1 ); CHECK_REFCOUNT ( pVolumeTexture, tmp+1 ); CHECK_RELEASE_REFCOUNT( pVolumeTexture, tmp ); CHECK_REFCOUNT ( pVolumeLevel , tmp ); } } /* Surfaces */ hr = IDirect3DDevice8_CreateDepthStencilSurface( pDevice, 32, 32, D3DFMT_D16, D3DMULTISAMPLE_NONE, &pStencilSurface ); CHECK_CALL( hr, "CreateDepthStencilSurface", pDevice, ++refcount ); CHECK_REFCOUNT( pStencilSurface, 1); hr = IDirect3DDevice8_CreateImageSurface( pDevice, 32, 32, D3DFMT_X8R8G8B8, &pImageSurface ); CHECK_CALL( hr, "CreateImageSurface", pDevice, ++refcount ); CHECK_REFCOUNT( pImageSurface, 1); hr = IDirect3DDevice8_CreateRenderTarget( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &pRenderTarget3 ); CHECK_CALL( hr, "CreateRenderTarget", pDevice, ++refcount ); CHECK_REFCOUNT( pRenderTarget3, 1); /* Misc */ hr = IDirect3DDevice8_CreateStateBlock( pDevice, D3DSBT_ALL, &dStateBlock ); CHECK_CALL( hr, "CreateStateBlock", pDevice, refcount ); hr = IDirect3DDevice8_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain ); CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, ++refcount ); if(pSwapChain) { /* check implicit back buffer */ hr = IDirect3DSwapChain8_GetBackBuffer(pSwapChain, 0, 0, &pBackBuffer); CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount); CHECK_REFCOUNT( pSwapChain, 1); if(pBackBuffer) { CHECK_SURFACE_CONTAINER( pBackBuffer, IID_IDirect3DDevice8, pDevice); CHECK_REFCOUNT( pBackBuffer, 1); CHECK_RELEASE_REFCOUNT( pBackBuffer, 0); CHECK_REFCOUNT( pDevice, --refcount); /* The back buffer is released with the swapchain, so AddRef with refcount=0 is fine here. */ CHECK_ADDREF_REFCOUNT(pBackBuffer, 1); CHECK_REFCOUNT(pDevice, ++refcount); CHECK_RELEASE_REFCOUNT(pBackBuffer, 0); CHECK_REFCOUNT(pDevice, --refcount); pBackBuffer = NULL; } CHECK_REFCOUNT( pSwapChain, 1); } if(pVertexBuffer) { BYTE *data; /* Vertex buffers can be locked multiple times */ hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr); hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); } /* The implicit render target is not freed if refcount reaches 0. * Otherwise GetRenderTarget would re-allocate it and the pointer would change.*/ hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget2); CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount); if(pRenderTarget2) { CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0); ok(pRenderTarget == pRenderTarget2, "RenderTarget=%p and RenderTarget2=%p should be the same.\n", pRenderTarget, pRenderTarget2); CHECK_REFCOUNT( pDevice, --refcount); pRenderTarget2 = NULL; } pRenderTarget = NULL; cleanup: CHECK_RELEASE(pDevice, pDevice, --refcount); /* Buffers */ CHECK_RELEASE(pVertexBuffer, pDevice, --refcount); CHECK_RELEASE(pIndexBuffer, pDevice, --refcount); /* Shaders */ if (dVertexShader != -1) IDirect3DDevice8_DeleteVertexShader( pDevice, dVertexShader ); if (dPixelShader != -1) IDirect3DDevice8_DeletePixelShader( pDevice, dPixelShader ); /* Textures */ CHECK_RELEASE(pTexture, pDevice, --refcount); CHECK_RELEASE(pCubeTexture, pDevice, --refcount); CHECK_RELEASE(pVolumeTexture, pDevice, --refcount); /* Surfaces */ CHECK_RELEASE(pStencilSurface, pDevice, --refcount); CHECK_RELEASE(pImageSurface, pDevice, --refcount); CHECK_RELEASE(pRenderTarget3, pDevice, --refcount); /* Misc */ if (dStateBlock != -1) IDirect3DDevice8_DeleteStateBlock( pDevice, dStateBlock ); /* This will destroy device - cannot check the refcount here */ if (pSwapChain) CHECK_RELEASE_REFCOUNT( pSwapChain, 0); if (pD3d) CHECK_RELEASE_REFCOUNT( pD3d, 0); DestroyWindow( hwnd ); } static void test_cursor(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; CURSORINFO info; IDirect3DSurface8 *cursor = NULL; HCURSOR cur; HMODULE user32_handle = GetModuleHandleA("user32.dll"); pGetCursorInfo = (void *)GetProcAddress(user32_handle, "GetCursorInfo"); if (!pGetCursorInfo) { skip("GetCursorInfo is not available\n"); return; } memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(pGetCursorInfo(&info), "GetCursorInfo failed\n"); cur = info.hCursor; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } IDirect3DDevice8_CreateImageSurface(pDevice, 32, 32, D3DFMT_A8R8G8B8, &cursor); ok(cursor != NULL, "IDirect3DDevice8_CreateOffscreenPlainSurface failed with %#08x\n", hr); /* Initially hidden */ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* Not enabled without a surface*/ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* Fails */ hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, NULL); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, cursor); ok(hr == D3D_OK, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); IDirect3DSurface8_Release(cursor); memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(pGetCursorInfo(&info), "GetCursorInfo failed\n"); ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags); ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */ /* Still hidden */ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* Enabled now*/ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == TRUE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* GDI cursor unchanged */ memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(pGetCursorInfo(&info), "GetCursorInfo failed\n"); ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags); ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */ cleanup: if(pD3d) IDirect3D8_Release(pD3d); if(pDevice) IDirect3D8_Release(pDevice); } static void test_states(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 640; d3dpp.BackBufferHeight = 480; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, TRUE) returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, FALSE) returned %#08x\n", hr); cleanup: if(pD3d) IDirect3D8_Release(pD3d); if(pDevice) IDirect3D8_Release(pDevice); } static void test_shader_versions(void) { HRESULT hr; IDirect3D8 *pD3d = NULL; D3DCAPS8 d3dcaps; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); if (pD3d != NULL) { hr = IDirect3D8_GetDeviceCaps(pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dcaps); ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get D3D8 caps (%#08x)\n", hr); if (SUCCEEDED(hr)) { ok(d3dcaps.VertexShaderVersion <= D3DVS_VERSION(1,1), "Unexpected VertexShaderVersion (%#x > %#x)\n", d3dcaps.VertexShaderVersion, D3DVS_VERSION(1,1)); ok(d3dcaps.PixelShaderVersion <= D3DPS_VERSION(1,4), "Unexpected PixelShaderVersion (%#x > %#x)\n", d3dcaps.PixelShaderVersion, D3DPS_VERSION(1,4)); } else { skip("No Direct3D support\n"); } IDirect3D8_Release(pD3d); } } /* Test adapter display modes */ static void test_display_modes(void) { UINT max_modes, i; D3DDISPLAYMODE dmode; HRESULT res; IDirect3D8 *pD3d; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); if(!pD3d) return; max_modes = IDirect3D8_GetAdapterModeCount(pD3d, D3DADAPTER_DEFAULT); ok(max_modes > 0, "GetAdapterModeCount(D3DADAPTER_DEFAULT) returned 0!\n"); for(i=0; i= D3DPS_VERSION(1, 0)) { /* The same with a pixel shader */ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); /* Assign the shader, then verify that GetPixelShader works */ hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); /* Verify that we can retrieve the shader function */ hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size); data_size = 1; hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned (%#08x), " "expected D3DERR_INVALIDCALL\n", hr); ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); data_size = simple_ps_size; hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n"); HeapFree(GetProcessHeap(), 0, data); /* Delete the assigned shader. This is supposed to work */ hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); /* The shader should be unset now */ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); /* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2); ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); } else { skip("Pixel shaders not supported\n"); } /* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader2, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader2); ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader); hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); cleanup: if(pD3d) IDirect3D8_Release(pD3d); if(pDevice) IDirect3D8_Release(pDevice); if(hwnd) DestroyWindow(hwnd); } static void test_limits(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; IDirect3DTexture8 *pTexture = NULL; int i; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D8_CreateDevice failed with %#08x\n", hr); if(!pDevice) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } hr = IDirect3DDevice8_CreateTexture(pDevice, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pTexture); ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed with %#08x\n", hr); if(!pTexture) goto cleanup; /* There are 8 texture stages. We should be able to access all of them */ for(i = 0; i < 8; i++) { hr = IDirect3DDevice8_SetTexture(pDevice, i, (IDirect3DBaseTexture8 *) pTexture); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); hr = IDirect3DDevice8_SetTexture(pDevice, i, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); hr = IDirect3DDevice8_SetTextureStageState(pDevice, i, D3DTSS_COLOROP, D3DTOP_ADD); ok(hr == D3D_OK, "IDirect3DDevice8_SetTextureStageState for texture %d failed with %#08x\n", i, hr); } /* Investigations show that accessing higher textures stage states does not return an error either. Writing * to too high texture stages(approximately texture 40) causes memory corruption in windows, so there is no * bounds checking but how do I test that? */ cleanup: if(pTexture) IDirect3DTexture8_Release(pTexture); if(pD3d) IDirect3D8_Release(pD3d); if(pDevice) IDirect3D8_Release(pDevice); if(hwnd) DestroyWindow(hwnd); } static void test_lights(void) { D3DPRESENT_PARAMETERS d3dpp; IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; HWND hwnd; HRESULT hr; unsigned int i; BOOL enabled; D3DCAPS8 caps; D3DDISPLAYMODE d3ddm; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &d3dpp, &device ); ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %08x\n", hr); if(!device) { skip("Failed to create a d3d device\n"); goto cleanup; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed with %08x\n", hr); for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, TRUE); ok(hr == D3D_OK, "Enabling light %u failed with %08x\n", i, hr); hr = IDirect3DDevice8_GetLightEnable(device, i, &enabled); ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "GetLightEnable on light %u failed with %08x\n", i, hr); ok(enabled, "Light %d is %s\n", i, enabled ? "enabled" : "disabled"); } /* TODO: Test the rendering results in this situation */ hr = IDirect3DDevice8_LightEnable(device, i + 1, TRUE); ok(hr == D3D_OK, "Enabling one light more than supported returned %08x\n", hr); hr = IDirect3DDevice8_GetLightEnable(device, i + 1, &enabled); ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i + 1, hr); ok(enabled, "Light %d is %s\n", i + 1, enabled ? "enabled" : "disabled"); hr = IDirect3DDevice8_LightEnable(device, i + 1, FALSE); ok(hr == D3D_OK, "Disabling the additional returned %08x\n", hr); for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, FALSE); ok(hr == D3D_OK, "Disabling light %u failed with %08x\n", i, hr); } cleanup: if(device) IDirect3DDevice8_Release(device); if(d3d8) IDirect3D8_Release(d3d8); } static void test_render_zero_triangles(void) { D3DPRESENT_PARAMETERS d3dpp; IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; HWND hwnd; HRESULT hr; D3DDISPLAYMODE d3ddm; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; } quad[] = { { 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}, }; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL ); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &d3dpp, &device ); ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %08x\n", hr); if(!device) { skip("Failed to create a d3d device\n"); goto cleanup; } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); 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) { hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 0 /* NumVerts */, 0 /*PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr); IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); cleanup: if(device) IDirect3DDevice8_Release(device); if(d3d8) IDirect3D8_Release(d3d8); } static void test_depth_stencil_reset(void) { D3DPRESENT_PARAMETERS present_parameters; D3DDISPLAYMODE display_mode; IDirect3DSurface8 *surface; IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; HRESULT hr; HWND hwnd; d3d8 = pDirect3DCreate8(D3D_SDK_VERSION); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindow("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &display_mode); memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferFormat = display_mode.Format; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr); goto cleanup; } hr = IDirect3DDevice8_TestCooperativeLevel(device); ok(SUCCEEDED(hr), "TestCooperativeLevel failed with %#x\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL); ok(hr == D3D_OK, "SetRenderTarget failed with 0x%08x\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr); ok(surface != NULL, "Render target should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n"); present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr); ok(surface != NULL, "Depth stencil should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface); present_parameters.EnableAutoDepthStencil = FALSE; hr = IDirect3DDevice8_Reset(device, &present_parameters); ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n"); cleanup: if(d3d8) IDirect3D8_Release(d3d8); if(device) IDirect3D8_Release(device); } START_TEST(device) { HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" ); if (!d3d8_handle) { skip("Could not load d3d8.dll\n"); return; } pDirect3DCreate8 = (void *)GetProcAddress( d3d8_handle, "Direct3DCreate8" ); ok(pDirect3DCreate8 != NULL, "Failed to get address of Direct3DCreate8\n"); if (pDirect3DCreate8) { IDirect3D8 *d3d8; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); if(!d3d8) { skip("could not create D3D8\n"); return; } IDirect3D8_Release(d3d8); test_display_modes(); test_shader_versions(); test_swapchain(); test_refcount(); test_mipmap_levels(); test_cursor(); test_states(); test_scene(); test_shader(); test_limits(); test_lights(); test_render_zero_triangles(); test_depth_stencil_reset(); } }