/* * 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 */ #include #include "wine/test.h" #include "ddraw.h" #include "d3d.h" HWND window; IDirectDraw7 *DirectDraw = NULL; IDirectDrawSurface7 *Surface; IDirect3D7 *Direct3D = NULL; IDirect3DDevice7 *Direct3DDevice = NULL; static HRESULT (WINAPI *pDirectDrawCreateEx)(LPGUID,LPVOID*,REFIID,LPUNKNOWN); static BOOL createObjects(void) { HRESULT hr; HMODULE hmod = GetModuleHandleA("ddraw.dll"); WNDCLASS wc = {0}; DDSURFACEDESC2 ddsd; if(!hmod) return FALSE; pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx"); if(!pDirectDrawCreateEx) return FALSE; hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL); ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreateEx returned: %x\n", hr); if(!DirectDraw) goto err; wc.lpfnWndProc = &DefWindowProc; wc.lpszClassName = "d3d7_test_wc"; RegisterClass(&wc); window = CreateWindow("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); ok(hr == DD_OK, "IDirectDraw7_SetCooperativeLevel failed with %08x\n", hr); if(FAILED(hr)) goto err; hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0); if(FAILED(hr)) { /* 24 bit is fine too */ hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0); } ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "IDirectDraw7_SetDisplayMode failed with %08x\n", hr); if(FAILED(hr)) { /* use trace, the caller calls skip() */ trace("SetDisplayMode failed\n"); goto err; } hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D); if (hr == E_NOINTERFACE) goto err; ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr); /* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently * than hardware implementations. Request single buffering, that seems to work everywhere */ memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE; ddsd.dwBackBufferCount = 1; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL); ok(hr==DD_OK, "CreateSurface returned: %08x\n", hr); if(!Surface) goto err; hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DTnLHalDevice, Surface, &Direct3DDevice); if(FAILED(hr)) { trace("Creating a TnLHal Device failed, trying HAL\n"); hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DHALDevice, Surface, &Direct3DDevice); if(FAILED(hr)) { trace("Creating a HAL device failed, trying Ref\n"); hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DRefDevice, Surface, &Direct3DDevice); } } ok(hr == D3D_OK, "IDirect3D7_CreateDevice failed with %08x\n", hr); if(!Direct3DDevice) goto err; return TRUE; err: if(DirectDraw) IDirectDraw7_Release(DirectDraw); if(Surface) IDirectDrawSurface7_Release(Surface); if(Direct3D) IDirect3D7_Release(Direct3D); if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice); if(window) DestroyWindow(window); return FALSE; } static void releaseObjects(void) { IDirect3DDevice7_Release(Direct3DDevice); IDirect3D7_Release(Direct3D); IDirectDrawSurface7_Release(Surface); IDirectDraw7_Release(DirectDraw); DestroyWindow(window); } static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y) { DWORD ret; HRESULT hr; DDSURFACEDESC2 ddsd; RECT rectToLock = {x, y, x+1, y+1}; IDirectDrawSurface7 *surf = NULL; /* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer * to an offscreen surface and lock it instead of the front buffer */ memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; ddsd.dwWidth = 640; ddsd.dwHeight = 480; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL); ok(hr == DD_OK, "IDirectDraw7_CreateSurface failed with %08x\n", hr); if(!surf) { trace("cannot create helper surface\n"); return 0xdeadbeef; } memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0); ok(hr == DD_OK, "IDirectDrawSurface7_BltFast returned %08x\n", hr); if(FAILED(hr)) { trace("Cannot blit\n"); ret = 0xdeadbee; goto out; } hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%08x\n", hr); ret = 0xdeadbeec; goto out; } /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't * really important for these tests */ ret = ((DWORD *) ddsd.lpSurface)[0] & 0x00ffffff; hr = IDirectDrawSurface7_Unlock(surf, &rectToLock); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%08x\n", hr); } out: IDirectDrawSurface7_Release(surf); return ret; } struct vertex { float x, y, z; DWORD diffuse; }; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; }; static void lighting_test(IDirect3DDevice7 *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 = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); /* Setup some states that may cause issues */ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr); hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr); hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr); hr = IDirect3DDevice7_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr); if(hr == D3D_OK) { /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */, Indices, 6 /* Indexcount */, 0 /* flags */); ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */, Indices, 6 /* Indexcount */, 0 /* flags */); ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */, Indices, 6 /* Indexcount */, 0 /* flags */); ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */, Indices, 6 /* Indexcount */, 0 /* flags */); ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr); IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_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 %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 = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr); } static void clear_test(IDirect3DDevice7 *device) { /* Tests the correctness of clearing parameters */ HRESULT hr; D3DRECT rect[2]; D3DRECT rect_negneg; DWORD color; hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); /* Positive x, negative y */ U1(rect[0]).x1 = 0; U2(rect[0]).y1 = 480; U3(rect[0]).x2 = 320; U4(rect[0]).y2 = 240; /* Positive x, positive y */ U1(rect[1]).x1 = 0; U2(rect[1]).y1 = 0; U3(rect[1]).x2 = 320; U4(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 = IDirect3DDevice7_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr); /* negative x, negative y */ U1(rect_negneg).x1 = 640; U2(rect_negneg).y1 = 240; U3(rect_negneg).x2 = 320; U4(rect_negneg).y2 = 0; hr = IDirect3DDevice7_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_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); } 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(IDirect3DDevice7 *device) { HRESULT hr; DWORD color; float start = 0.0, end = 1.0; D3DDEVICEDESC7 caps; /* Gets full z based fog with linear fog, no fog with specular color */ struct sVertex unstransformed_1[] = { {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, }; /* Ok, I am too lazy to deal with transform matrices */ struct sVertex unstransformed_2[] = { {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, }; /* Untransformed ones. Give them a different diffuse color to make the test look * nicer. It also makes making sure that they are drawn correctly easier. */ struct sVertexT transformed_1[] = { {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; struct sVertexT transformed_2[] = { {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice7_GetCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice7_GetCaps returned %08x\n", hr); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); /* First test: Both table fog and vertex fog off */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); /* Start = 0, end = 1. Should be default, but set them */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); if(IDirect3DDevice7_BeginScene(device) == D3D_OK) { /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, unstransformed_1, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); /* That makes it use the Z value */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, unstransformed_2, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); /* transformed verts */ ok( hr == D3D_OK, "SetFVF returned %08x\n", hr); /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, transformed_1, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr); /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog * equation */ hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, transformed_2, 4, Indices, 6, 0); ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "EndScene returned %08x\n", hr); } else { ok(FALSE, "BeginScene failed\n"); } color = getPixelColor(device, 160, 360); ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); if(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE) { color = getPixelColor(device, 480, 360); ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color); } else { /* Without fog table support the vertex fog is still applied, even though table fog is turned on. * The settings above result in no fogging with vertex fog */ color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); trace("Info: Table fog not supported by this device\n"); } /* Turn off the fog master switch to avoid confusing other tests */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr); } static void offscreen_test(IDirect3DDevice7 *device) { HRESULT hr; IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL; DWORD color; DDSURFACEDESC2 ddsd; static 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 = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; ddsd.dwWidth = 128; ddsd.dwHeight = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL); ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreen) { goto out; } hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(!backbuffer) { goto out; } hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned hr = %08x\n", hr); if(IDirect3DDevice7_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); /* Draw without textures - Should resut in a white quad */ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0); ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTexture(device, 0, offscreen); ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr); /* This time with the texture */ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); IDirect3DDevice7_EndScene(device); } /* Center quad - should be white */ color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* Some quad in the cleared part of the texture */ color = getPixelColor(device, 170, 240); ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color); /* Part of the originally cleared back buffer */ color = getPixelColor(device, 10, 10); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); if(0) { /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture. * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on * the offscreen rendering mode this test would succeed or fail */ color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); } out: hr = IDirect3DDevice7_SetTexture(device, 0, NULL); /* restore things */ if(backbuffer) { hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0); IDirectDrawSurface7_Release(backbuffer); } if(offscreen) { IDirectDrawSurface7_Release(offscreen); } } START_TEST(visual) { HRESULT hr; DWORD color; if(!createObjects()) { skip("Cannot initialize DirectDraw and Direct3D, skipping\n"); return; } /* Check for the reliability of the returned data */ hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } color = getPixelColor(Direct3DDevice, 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 = IDirect3DDevice7_Clear(Direct3DDevice, 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; } color = getPixelColor(Direct3DDevice, 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 tests */ lighting_test(Direct3DDevice); clear_test(Direct3DDevice); fog_test(Direct3DDevice); offscreen_test(Direct3DDevice); cleanup: releaseObjects(); }