/* * Copyright (C) 2005 Henri Verbeet * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* See comment in dlls/d3d9/tests/visual.c for general guidelines */ #define COBJMACROS #include #include #include "wine/test.h" static HMODULE d3d8_handle = 0; static HWND create_window(void) { WNDCLASS wc = {0}; HWND ret; wc.lpfnWndProc = &DefWindowProc; wc.lpszClassName = "d3d8_test_wc"; RegisterClass(&wc); ret = CreateWindow("d3d8_test_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); return ret; } static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface8 *surf; IDirect3DTexture8 *tex; HRESULT hr; D3DLOCKED_RECT lockedRect; RECT rectToLock = {x, y, x+1, y+1}; hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex); if(FAILED(hr) || !tex ) /* This is not a test */ { trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString8(hr)); return 0xdeadbeef; } hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf); if(FAILED(hr) || !tex ) /* This is not a test */ { trace("Can't get surface from texture, hr=%s\n", DXGetErrorString8(hr)); ret = 0xdeadbeee; goto out; } hr = IDirect3DDevice8_GetFrontBuffer(device, surf); if(FAILED(hr)) { trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString8(hr)); ret = 0xdeadbeed; goto out; } hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString8(hr)); ret = 0xdeadbeec; goto out; } /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't * really important for these tests */ ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; hr = IDirect3DSurface8_UnlockRect(surf); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString8(hr)); } out: if(surf) IDirect3DSurface8_Release(surf); if(tex) IDirect3DTexture8_Release(tex); return ret; } static IDirect3DDevice8 *init_d3d8(void) { IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0; IDirect3D8 *d3d8_ptr = 0; IDirect3DDevice8 *device_ptr = 0; D3DPRESENT_PARAMETERS present_parameters; HRESULT hr; d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8"); ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n"); if (!d3d8_create) return NULL; d3d8_ptr = d3d8_create(D3D_SDK_VERSION); ok(d3d8_ptr != NULL, "Failed to create IDirect3D8 object\n"); if (!d3d8_ptr) return NULL; ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = FALSE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString8(hr)); return device_ptr; } struct vertex { float x, y, z; DWORD diffuse; }; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; }; static void lighting_test(IDirect3DDevice8 *device) { HRESULT hr; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD color; float mat[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; struct vertex unlitquad[] = { {-1.0, -1.0, 0.1, 0xffff0000}, {-1.0, 0.0, 0.1, 0xffff0000}, { 0.0, 0.0, 0.1, 0xffff0000}, { 0.0, -1.0, 0.1, 0xffff0000}, }; struct vertex litquad[] = { {-1.0, 0.0, 0.1, 0xff00ff00}, {-1.0, 1.0, 0.1, 0xff00ff00}, { 0.0, 1.0, 0.1, 0xff00ff00}, { 0.0, 0.0, 0.1, 0xff00ff00}, }; struct nvertex unlitnquad[] = { { 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, { 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, }; struct nvertex litnquad[] = { { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, { 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, { 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr)); /* Setup some states that may cause issues */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLED_RED | D3DCOLORWRITEENABLED_GREEN | D3DCOLORWRITEENABLED_BLUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetVertexShader(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr)); if(hr == D3D_OK) { /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetVertexShader(device, nfvf); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr)); IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr)); } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr)); } START_TEST(visual) { IDirect3DDevice8 *device_ptr; HRESULT hr; DWORD color; d3d8_handle = LoadLibraryA("d3d8.dll"); if (!d3d8_handle) { trace("Could not load d3d8.dll, skipping tests\n"); return; } device_ptr = init_d3d8(); if (!device_ptr) return; /* Check for the reliability of the returned data */ hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 1, 1); if(color !=0x00ff0000) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 639, 479); if(color != 0x0000ddee) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } /* Now run the real test */ lighting_test(device_ptr); cleanup: if(device_ptr) IDirect3DDevice8_Release(device_ptr); }