/* * 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; IDirectDraw *DirectDraw1 = NULL; IDirectDrawSurface *Surface1 = NULL; IDirect3D *Direct3D1 = NULL; IDirect3DDevice *Direct3DDevice1 = NULL; IDirect3DExecuteBuffer *ExecuteBuffer = NULL; IDirect3DViewport *Viewport = 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); } } static void alpha_test(IDirect3DDevice7 *device) { HRESULT hr; IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL; DWORD color, red, green, blue; DDSURFACEDESC2 ddsd; 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 = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT; ddsd.dwWidth = 128; ddsd.dwHeight = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE; U4(ddsd).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; U1(U4(ddsd).ddpfPixelFormat).dwRGBBitCount = 32; U2(U4(ddsd).ddpfPixelFormat).dwRBitMask = 0x00ff0000; U3(U4(ddsd).ddpfPixelFormat).dwGBitMask = 0x0000ff00; U4(U4(ddsd).ddpfPixelFormat).dwBBitMask = 0x000000ff; U5(U4(ddsd).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000; hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL); ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreen) { goto out; } hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); if(!backbuffer) { goto out; } hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST); ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); if(IDirect3DDevice7_BeginScene(device) == D3D_OK) { /* Draw two quads, one with src alpha blending, one with dest alpha blending. The * SRCALPHA / INVSRCALPHA blend doesn't give any surprises. Colors are blended based on * the input alpha * * The DESTALPHA / INVDESTALPHA do not "work" on the regular buffer because there is no alpha. * They give essentially ZERO and ONE blend factors */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad2, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); /* Switch to the offscreen buffer, and redo the testing. SRCALPHA and DESTALPHA. The offscreen buffer * has a alpha channel on its own. Clear the offscreen buffer with alpha = 0.5 again, then draw the * quads again. The SRCALPHA/INVSRCALPHA doesn't give any surprises, but the DESTALPHA/INVDESTALPHA * blending works as supposed now - blend factor is 0.5 in both cases, not 0.75 as from the input * vertices */ hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad2, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0); ok(hr == D3D_OK, "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 = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTexture(device, 0, offscreen); ok(hr == D3D_OK, "IDirect3DDevice7_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, composite_quad, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice7_SetTexture failed, hr = %08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 160, 360); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00, "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 160, 120); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff , "DSTALPHA on frame buffer returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 480, 360); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00, "SRCALPHA on texture returned color %08x, expected bar\n", color); color = getPixelColor(device, 480, 120); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81, "DSTALPHA on texture returned color %08x, expected foo\n", color); out: if(offscreen) IDirectDrawSurface7_Release(offscreen); if(backbuffer) IDirectDrawSurface7_Release(backbuffer); } static void rhw_zero_test(IDirect3DDevice7 *device) { /* Test if it will render a quad correctly when vertex rhw = 0 */ HRESULT hr; DWORD color; struct { float x, y, z; float rhw; DWORD diffuse; } quad1[] = { {0, 100, 0, 0, 0xffffffff}, {0, 0, 0, 0, 0xffffffff}, {100, 100, 0, 0, 0xffffffff}, {100, 0, 0, 0, 0xffffffff}, }; /* Clear to black */ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice7_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad1, 4, 0); ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr); hr = IDirect3DDevice7_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr); } color = getPixelColor(device, 5, 5); ok(color == 0xffffff, "Got color %08x, expected 00ffffff\n", color); color = getPixelColor(device, 105, 105); ok(color == 0, "Got color %08x, expected 00000000\n", color); } static BOOL D3D1_createObjects(void) { WNDCLASS wc = {0}; HRESULT hr; DDSURFACEDESC ddsd; D3DEXECUTEBUFFERDESC exdesc; D3DVIEWPORT vp_data; /* An IDirect3DDevice cannot be queryInterfaced from an IDirect3DDevice7 on windows */ hr = DirectDrawCreate(NULL, &DirectDraw1, NULL); ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreate returned: %x\n", hr); if (FAILED(hr)) { return FALSE; } wc.lpfnWndProc = &DefWindowProc; wc.lpszClassName = "texturemapblend_test_wc"; RegisterClass(&wc); window = CreateWindow("texturemapblend_test_wc", "texturemapblend_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); hr = IDirectDraw_SetCooperativeLevel(DirectDraw1, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); ok(hr==DD_OK, "SetCooperativeLevel returned: %x\n", hr); if(FAILED(hr)) { return FALSE; } hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 32); if(FAILED(hr)) { /* 24 bit is fine too */ hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 24); } ok(hr==DD_OK || hr == DDERR_UNSUPPORTED, "SetDisplayMode returned: %x\n", hr); if (FAILED(hr)) { return FALSE; } hr = IDirectDraw_QueryInterface(DirectDraw1, &IID_IDirect3D, (void**) &Direct3D1); ok(hr==DD_OK, "QueryInterface returned: %x\n", hr); if (FAILED(hr)) { return FALSE; } memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &Surface1, NULL); ok(hr==DD_OK, "CreateSurface returned: %x\n", hr); if (FAILED(hr)) { return FALSE; } hr = IDirectDrawSurface_QueryInterface(Surface1, &IID_IDirect3DHALDevice, (void **) &Direct3DDevice1); if(FAILED(hr)) { trace("Creating a HAL device failed, trying Ref\n"); hr = IDirectDrawSurface_QueryInterface(Surface1, &IID_IDirect3DRefDevice, (void **) &Direct3DDevice1); } ok(hr==D3D_OK, "Creating 3D device returned: %x\n", hr); if(FAILED(hr)) { return FALSE; } hr = IDirect3D_CreateViewport(Direct3D1, &Viewport, NULL); ok(hr == D3D_OK, "IDirect3D_CreateViewport failed: %08x\n", hr); if (FAILED(hr)) { return FALSE; } hr = IDirect3DViewport_Initialize(Viewport, Direct3D1); ok(hr == D3D_OK || hr == DDERR_ALREADYINITIALIZED, "IDirect3DViewport_Initialize returned %08x\n", hr); hr = IDirect3DDevice_AddViewport(Direct3DDevice1, Viewport); ok(hr == D3D_OK, "IDirect3DDevice_AddViewport returned %08x\n", hr); vp_data.dwSize = sizeof(vp_data); vp_data.dwX = 0; vp_data.dwY = 0; vp_data.dwWidth = 640; vp_data.dwHeight = 480; vp_data.dvScaleX = 1; vp_data.dvScaleY = 1; vp_data.dvMaxX = 640; vp_data.dvMaxY = 480; vp_data.dvMinZ = 0; vp_data.dvMaxZ = 1; hr = IDirect3DViewport_SetViewport(Viewport, &vp_data); ok(hr == D3D_OK, "IDirect3DViewport_SetViewport returned %08x\n", hr); memset(&exdesc, 0, sizeof(D3DEXECUTEBUFFERDESC)); exdesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC); exdesc.dwFlags = D3DDEB_BUFSIZE | D3DDEB_CAPS; exdesc.dwBufferSize = 512; exdesc.dwCaps = D3DDEBCAPS_SYSTEMMEMORY; hr = IDirect3DDevice_CreateExecuteBuffer(Direct3DDevice1, &exdesc, &ExecuteBuffer, NULL); ok(hr == D3D_OK, "IDirect3DDevice_CreateExecuteBuffer failed with %08x\n", hr); if (FAILED(hr)) { return FALSE; } return TRUE; } static void D3D1_releaseObjects(void) { if(ExecuteBuffer) IDirect3DExecuteBuffer_Release(ExecuteBuffer); if(Surface1) IDirectDrawSurface_Release(Surface1); if(Viewport) IDirect3DViewport_Release(Viewport); if(Direct3DDevice1) IDirect3DDevice_Release(Direct3DDevice1); if(Direct3D1) IDirect3D_Release(Direct3D1); if(DirectDraw1) IDirectDraw_Release(DirectDraw1); if(window) DestroyWindow(window); } static DWORD D3D1_getPixelColor(IDirectDraw *DirectDraw1, IDirectDrawSurface *Surface, UINT x, UINT y) { DWORD ret; HRESULT hr; DDSURFACEDESC ddsd; RECT rectToLock = {x, y, x+1, y+1}; IDirectDrawSurface *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); ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat); ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS; ddsd.dwWidth = 640; ddsd.dwHeight = 480; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &surf, NULL); ok(hr == DD_OK, "IDirectDraw_CreateSurface failed with %08x\n", hr); if(!surf) { trace("cannot create helper surface\n"); return 0xdeadbeef; } memset(&ddsd, 0, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat); hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0); ok(hr == DD_OK, "IDirectDrawSurface_BltFast returned %08x\n", hr); if(FAILED(hr)) { trace("Cannot blit\n"); ret = 0xdeadbee; goto out; } hr = IDirectDrawSurface_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 = IDirectDrawSurface_Unlock(surf, &rectToLock); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%08x\n", hr); } out: IDirectDrawSurface_Release(surf); return ret; } #define EXEBUF_START_RENDER_STATES(count, ptr) do {\ ((D3DINSTRUCTION*)(ptr))->bOpcode = D3DOP_STATERENDER;\ ((D3DINSTRUCTION*)(ptr))->bSize = sizeof(D3DSTATE);\ ((D3DINSTRUCTION*)(ptr))->wCount = count;\ ptr = ((D3DINSTRUCTION*)(ptr))+1; } while (0) #define EXEBUF_PUT_RENDER_STATE(state, value, ptr) do {\ U1(*((D3DSTATE*)(ptr))).drstRenderStateType = state; \ U2(*((D3DSTATE*)(ptr))).dwArg[0] = value; \ ptr = ((D3DSTATE*)(ptr))+1; } while (0) #define EXEBUF_PUT_PROCESSVERTICES(nvertices, ptr) do {\ ((D3DINSTRUCTION*)(ptr))->bOpcode = D3DOP_PROCESSVERTICES;\ ((D3DINSTRUCTION*)(ptr))->bSize = sizeof(D3DPROCESSVERTICES);\ ((D3DINSTRUCTION*)(ptr))->wCount = 1;\ ptr = ((D3DINSTRUCTION*)(ptr))+1;\ ((D3DPROCESSVERTICES*)(ptr))->dwFlags = D3DPROCESSVERTICES_COPY;\ ((D3DPROCESSVERTICES*)(ptr))->wStart = 0;\ ((D3DPROCESSVERTICES*)(ptr))->wDest = 0;\ ((D3DPROCESSVERTICES*)(ptr))->dwCount = nvertices;\ ((D3DPROCESSVERTICES*)(ptr))->dwReserved = 0;\ ptr = ((D3DPROCESSVERTICES*)(ptr))+1; } while (0) #define EXEBUF_END(ptr) do {\ ((D3DINSTRUCTION*)(ptr))->bOpcode = D3DOP_EXIT;\ ((D3DINSTRUCTION*)(ptr))->bSize = 0;\ ((D3DINSTRUCTION*)(ptr))->wCount = 0;\ ptr = ((D3DINSTRUCTION*)(ptr))+1; } while (0) #define EXEBUF_PUT_QUAD(base_idx, ptr) do {\ ((D3DINSTRUCTION*)(ptr))->bOpcode = D3DOP_TRIANGLE;\ ((D3DINSTRUCTION*)(ptr))->bSize = sizeof(D3DTRIANGLE);\ ((D3DINSTRUCTION*)(ptr))->wCount = 2;\ ptr = ((D3DINSTRUCTION*)(ptr))+1;\ U1(*((D3DTRIANGLE*)(ptr))).v1 = base_idx;\ U2(*((D3DTRIANGLE*)(ptr))).v2 = (base_idx) + 1; \ U3(*((D3DTRIANGLE*)(ptr))).v3 = (base_idx) + 3; \ ((D3DTRIANGLE*)(ptr))->wFlags = 0;\ ptr = ((D3DTRIANGLE*)ptr)+1;\ U1(*((D3DTRIANGLE*)(ptr))).v1 = (base_idx) + 1; \ U2(*((D3DTRIANGLE*)(ptr))).v2 = (base_idx) + 2; \ U3(*((D3DTRIANGLE*)(ptr))).v3 = (base_idx) + 3; \ ((D3DTRIANGLE*)(ptr))->wFlags = 0;\ ptr = ((D3DTRIANGLE*)(ptr))+1;\ } while (0) static void D3D1_TextureMapBlendTest(void) { HRESULT hr; DDSURFACEDESC ddsd; D3DEXECUTEBUFFERDESC exdesc; D3DEXECUTEDATA exdata; DDBLTFX ddbltfx; RECT rect = { 0, 0, 64, 128 }; DWORD color, red, blue, green; void *exe_buffer_ptr; DWORD exe_length; D3DTEXTUREHANDLE htex; DDCOLORKEY clrKey; IDirectDrawSurface *TexSurface = NULL; IDirect3DTexture *Texture = NULL; struct { float x, y, z; float rhw; DWORD diffuse; DWORD specular; float tu, tv; } test1_quads[] = { {0.0f, 0.0f, 0.0f, 1.0f, 0xffffffff, 0, 0.0f, 0.0f}, {640.0f, 0.0f, 0.0f, 1.0f, 0xffffffff, 0, 1.0f, 0.0f}, {640.0f, 240.0f, 0.0f, 1.0f, 0xffffffff, 0, 1.0f, 1.0f}, {0.0f, 240.0f, 0.0f, 1.0f, 0xffffffff, 0, 0.0f, 1.0f}, {0.0f, 240.0f, 0.0f, 1.0f, 0x80ffffff, 0, 0.0f, 0.0f}, {640.0f, 240.0f, 0.0f, 1.0f, 0x80ffffff, 0, 1.0f, 0.0f}, {640.0f, 480.0f, 0.0f, 1.0f, 0x80ffffff, 0, 1.0f, 1.0f}, {0.0f, 480.0f, 0.0f, 1.0f, 0x80ffffff, 0, 0.0f, 1.0f} }, test2_quads[] = { {0.0f, 0.0f, 0.0f, 1.0f, 0x00ff0080, 0, 0.0f, 0.0f}, {640.0f, 0.0f, 0.0f, 1.0f, 0x00ff0080, 0, 1.0f, 0.0f}, {640.0f, 240.0f, 0.0f, 1.0f, 0x00ff0080, 0, 1.0f, 1.0f}, {0.0f, 240.0f, 0.0f, 1.0f, 0x00ff0080, 0, 0.0f, 1.0f}, {0.0f, 240.0f, 0.0f, 1.0f, 0x008000ff, 0, 0.0f, 0.0f}, {640.0f, 240.0f, 0.0f, 1.0f, 0x008000ff, 0, 1.0f, 0.0f}, {640.0f, 480.0f, 0.0f, 1.0f, 0x008000ff, 0, 1.0f, 1.0f}, {0.0f, 480.0f, 0.0f, 1.0f, 0x008000ff, 0, 0.0f, 1.0f} }; /* 1) Test alpha with DDPF_ALPHAPIXELS texture - should be taken from texture alpha channel*/ memset (&ddsd, 0, sizeof (ddsd)); ddsd.dwSize = sizeof (ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT; ddsd.dwHeight = 128; ddsd.dwWidth = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE; ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat); ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32; U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000; U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00; U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff; U5(ddsd.ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &TexSurface, NULL); ok(hr==D3D_OK, "CreateSurface returned: %x\n", hr); if (FAILED(hr)) { skip("IDirectDraw_CreateSurface failed; skipping further tests\n"); goto out; } hr = IDirectDrawSurface_QueryInterface(TexSurface, &IID_IDirect3DTexture, (void *)&Texture); ok(hr==D3D_OK, "IDirectDrawSurface_QueryInterface returned: %x\n", hr); if (FAILED(hr)) { skip("Can't get IDirect3DTexture interface; skipping further tests\n"); goto out; } memset(&ddbltfx, 0, sizeof(ddbltfx)); ddbltfx.dwSize = sizeof(ddbltfx); U5(ddbltfx).dwFillColor = 0; hr = IDirectDrawSurface_Blt(Surface1, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0xff0000ff; hr = IDirectDrawSurface_Blt(TexSurface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0x800000ff; hr = IDirectDrawSurface_Blt(TexSurface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); memset(&exdesc, 0, sizeof(D3DEXECUTEBUFFERDESC)); exdesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC); hr = IDirect3DExecuteBuffer_Lock(ExecuteBuffer, &exdesc); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_Lock failed with %08x\n", hr); if (FAILED(hr)) { skip("IDirect3DExecuteBuffer_Lock failed; skipping further tests\n"); goto out; } memcpy(exdesc.lpData, test1_quads, sizeof(test1_quads)); exe_buffer_ptr = 256 + (char*)exdesc.lpData; EXEBUF_PUT_PROCESSVERTICES(8, exe_buffer_ptr); EXEBUF_START_RENDER_STATES(12, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_ZENABLE, FALSE, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_FOGENABLE, FALSE, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_SPECULARENABLE, FALSE, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_TEXTUREMAG, D3DFILTER_NEAREST, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_NEAREST, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_FILLMODE , D3DFILL_SOLID, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE, exe_buffer_ptr); hr = IDirect3DTexture_GetHandle(Texture, Direct3DDevice1, &htex); ok(hr == D3D_OK, "IDirect3DTexture_GetHandle failed with %08x\n", hr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_TEXTUREHANDLE, htex, exe_buffer_ptr); EXEBUF_PUT_QUAD(0, exe_buffer_ptr); EXEBUF_PUT_QUAD(4, exe_buffer_ptr); EXEBUF_END(exe_buffer_ptr); exe_length = ((char*)exe_buffer_ptr - (char*)exdesc.lpData) - 256; hr = IDirect3DExecuteBuffer_Unlock(ExecuteBuffer); if (FAILED(hr)) { trace("IDirect3DExecuteBuffer_Unlock failed with %08x\n", hr); } memset(&exdata, 0, sizeof(D3DEXECUTEDATA)); exdata.dwSize = sizeof(D3DEXECUTEDATA); exdata.dwVertexCount = 8; exdata.dwInstructionOffset = 256; exdata.dwInstructionLength = exe_length; hr = IDirect3DExecuteBuffer_SetExecuteData(ExecuteBuffer, &exdata); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_SetExecuteData failed with %08x\n", hr); hr = IDirect3DDevice_BeginScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_BeginScene failed with %08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice_Execute(Direct3DDevice1, ExecuteBuffer, Viewport, D3DEXECUTE_UNCLIPPED); ok(hr == D3D_OK, "IDirect3DDevice_Execute failed, hr = %08x\n", hr); hr = IDirect3DDevice_EndScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_EndScene failed, hr = %08x\n", hr); } color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue >= 0x7e && blue <= 0x82, "Got color %08x, expected 00000080 or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue == 0xff, "Got color %08x, expected 000000ff or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue >= 0x7e && blue <= 0x82, "Got color %08x, expected 00000080 or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue == 0xff, "Got color %08x, expected 000000ff or near\n", color); /* 2) Test alpha with texture that has no alpha channel - alpha should be taken from diffuse color */ if(Texture) IDirect3DTexture_Release(Texture); Texture = NULL; if(TexSurface) IDirectDrawSurface_Release(TexSurface); TexSurface = NULL; memset (&ddsd, 0, sizeof (ddsd)); ddsd.dwSize = sizeof (ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT; ddsd.dwHeight = 128; ddsd.dwWidth = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE; ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat); ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB; U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32; U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000; U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00; U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &TexSurface, NULL); ok(hr==D3D_OK, "CreateSurface returned: %x\n", hr); if (FAILED(hr)) { skip("IDirectDraw_CreateSurface failed; skipping further tests\n"); goto out; } hr = IDirectDrawSurface_QueryInterface(TexSurface, &IID_IDirect3DTexture, (void *)&Texture); ok(hr==D3D_OK, "IDirectDrawSurface_QueryInterface returned: %x\n", hr); if (FAILED(hr)) { skip("Can't get IDirect3DTexture interface; skipping further tests\n"); goto out; } memset(&ddbltfx, 0, sizeof(ddbltfx)); ddbltfx.dwSize = sizeof(ddbltfx); U5(ddbltfx).dwFillColor = 0; hr = IDirectDrawSurface_Blt(Surface1, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0xff0000ff; hr = IDirectDrawSurface_Blt(TexSurface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0x800000ff; hr = IDirectDrawSurface_Blt(TexSurface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); memset(&exdesc, 0, sizeof(D3DEXECUTEBUFFERDESC)); exdesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC); hr = IDirect3DExecuteBuffer_Lock(ExecuteBuffer, &exdesc); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_Lock failed with %08x\n", hr); if (FAILED(hr)) { skip("IDirect3DExecuteBuffer_Lock failed; skipping further tests\n"); goto out; } memcpy(exdesc.lpData, test1_quads, sizeof(test1_quads)); exe_buffer_ptr = 256 + (char*)exdesc.lpData; EXEBUF_PUT_PROCESSVERTICES(8, exe_buffer_ptr); EXEBUF_START_RENDER_STATES(1, exe_buffer_ptr); hr = IDirect3DTexture_GetHandle(Texture, Direct3DDevice1, &htex); ok(hr == D3D_OK, "IDirect3DTexture_GetHandle failed with %08x\n", hr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_TEXTUREHANDLE, htex, exe_buffer_ptr); EXEBUF_PUT_QUAD(0, exe_buffer_ptr); EXEBUF_PUT_QUAD(4, exe_buffer_ptr); EXEBUF_END(exe_buffer_ptr); exe_length = ((char*)exe_buffer_ptr - (char*)exdesc.lpData) - 256; hr = IDirect3DExecuteBuffer_Unlock(ExecuteBuffer); if (FAILED(hr)) { trace("IDirect3DExecuteBuffer_Unlock failed with %08x\n", hr); } memset(&exdata, 0, sizeof(D3DEXECUTEDATA)); exdata.dwSize = sizeof(D3DEXECUTEDATA); exdata.dwVertexCount = 8; exdata.dwInstructionOffset = 256; exdata.dwInstructionLength = exe_length; hr = IDirect3DExecuteBuffer_SetExecuteData(ExecuteBuffer, &exdata); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_SetExecuteData failed with %08x\n", hr); hr = IDirect3DDevice_BeginScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_BeginScene failed with %08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice_Execute(Direct3DDevice1, ExecuteBuffer, Viewport, D3DEXECUTE_UNCLIPPED); ok(hr == D3D_OK, "IDirect3DDevice_Execute failed, hr = %08x\n", hr); hr = IDirect3DDevice_EndScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_EndScene failed, hr = %08x\n", hr); } color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue == 0xff, "Got color %08x, expected 000000ff or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue == 0xff, "Got color %08x, expected 000000ff or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue >= 0x7e && blue <= 0x82, "Got color %08x, expected 00000080 or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0 && green == 0 && blue >= 0x7e && blue <= 0x82, "Got color %08x, expected 00000080 or near\n", color); /* 3) Test RGB - should multiply color components from diffuse color and texture */ if(Texture) IDirect3DTexture_Release(Texture); Texture = NULL; if(TexSurface) IDirectDrawSurface_Release(TexSurface); TexSurface = NULL; memset (&ddsd, 0, sizeof (ddsd)); ddsd.dwSize = sizeof (ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT; ddsd.dwHeight = 128; ddsd.dwWidth = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE; ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat); ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS; U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32; U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000; U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00; U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff; U5(ddsd.ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &TexSurface, NULL); ok(hr==D3D_OK, "CreateSurface returned: %x\n", hr); if (FAILED(hr)) { skip("IDirectDraw_CreateSurface failed; skipping further tests\n"); goto out; } hr = IDirectDrawSurface_QueryInterface(TexSurface, &IID_IDirect3DTexture, (void *)&Texture); ok(hr==D3D_OK, "IDirectDrawSurface_QueryInterface returned: %x\n", hr); if (FAILED(hr)) { skip("Can't get IDirect3DTexture interface; skipping further tests\n"); goto out; } memset(&ddbltfx, 0, sizeof(ddbltfx)); ddbltfx.dwSize = sizeof(ddbltfx); U5(ddbltfx).dwFillColor = 0; hr = IDirectDrawSurface_Blt(Surface1, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0x00ffffff; hr = IDirectDrawSurface_Blt(TexSurface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0x00ffff80; hr = IDirectDrawSurface_Blt(TexSurface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); memset(&exdesc, 0, sizeof(D3DEXECUTEBUFFERDESC)); exdesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC); hr = IDirect3DExecuteBuffer_Lock(ExecuteBuffer, &exdesc); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_Lock failed with %08x\n", hr); if (FAILED(hr)) { skip("IDirect3DExecuteBuffer_Lock failed; skipping further tests\n"); goto out; } memcpy(exdesc.lpData, test2_quads, sizeof(test2_quads)); exe_buffer_ptr = 256 + (char*)exdesc.lpData; EXEBUF_PUT_PROCESSVERTICES(8, exe_buffer_ptr); EXEBUF_START_RENDER_STATES(2, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE, exe_buffer_ptr); hr = IDirect3DTexture_GetHandle(Texture, Direct3DDevice1, &htex); ok(hr == D3D_OK, "IDirect3DTexture_GetHandle failed with %08x\n", hr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_TEXTUREHANDLE, htex, exe_buffer_ptr); EXEBUF_PUT_QUAD(0, exe_buffer_ptr); EXEBUF_PUT_QUAD(4, exe_buffer_ptr); EXEBUF_END(exe_buffer_ptr); exe_length = ((char*)exe_buffer_ptr - (char*)exdesc.lpData) - 256; hr = IDirect3DExecuteBuffer_Unlock(ExecuteBuffer); if (FAILED(hr)) { trace("IDirect3DExecuteBuffer_Unlock failed with %08x\n", hr); } memset(&exdata, 0, sizeof(D3DEXECUTEDATA)); exdata.dwSize = sizeof(D3DEXECUTEDATA); exdata.dwVertexCount = 8; exdata.dwInstructionOffset = 256; exdata.dwInstructionLength = exe_length; hr = IDirect3DExecuteBuffer_SetExecuteData(ExecuteBuffer, &exdata); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_SetExecuteData failed with %08x\n", hr); hr = IDirect3DDevice_BeginScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_BeginScene failed with %08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice_Execute(Direct3DDevice1, ExecuteBuffer, Viewport, D3DEXECUTE_UNCLIPPED); ok(hr == D3D_OK, "IDirect3DDevice_Execute failed, hr = %08x\n", hr); hr = IDirect3DDevice_EndScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_EndScene failed, hr = %08x\n", hr); } color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0xff && green == 0 && blue >= 0x3e && blue <= 0x42, "Got color %08x, expected 00ff0040 or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0xff && green == 0 && blue == 0x80, "Got color %08x, expected 00ff0080 or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0x7e && red <= 0x82 && green == 0 && blue == 0x80, "Got color %08x, expected 00800080 or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0x7e && red <= 0x82 && green == 0 && blue == 0xff, "Got color %08x, expected 008000ff or near\n", color); /* 4) Test alpha again, now with color keyed texture (colorkey emulation in wine can interfere) */ if(Texture) IDirect3DTexture_Release(Texture); Texture = NULL; if(TexSurface) IDirectDrawSurface_Release(TexSurface); TexSurface = NULL; memset (&ddsd, 0, sizeof (ddsd)); ddsd.dwSize = sizeof (ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT; ddsd.dwHeight = 128; ddsd.dwWidth = 128; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE; ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat); ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB; U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 16; U2(ddsd.ddpfPixelFormat).dwRBitMask = 0xf800; U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x07e0; U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x001f; hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &TexSurface, NULL); ok(hr==D3D_OK, "CreateSurface returned: %x\n", hr); if (FAILED(hr)) { skip("IDirectDraw_CreateSurface failed; skipping further tests\n"); goto out; } hr = IDirectDrawSurface_QueryInterface(TexSurface, &IID_IDirect3DTexture, (void *)&Texture); ok(hr==D3D_OK, "IDirectDrawSurface_QueryInterface returned: %x\n", hr); if (FAILED(hr)) { skip("Can't get IDirect3DTexture interface; skipping further tests\n"); goto out; } memset(&ddbltfx, 0, sizeof(ddbltfx)); ddbltfx.dwSize = sizeof(ddbltfx); U5(ddbltfx).dwFillColor = 0; hr = IDirectDrawSurface_Blt(Surface1, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0xf800; hr = IDirectDrawSurface_Blt(TexSurface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); U5(ddbltfx).dwFillColor = 0x001f; hr = IDirectDrawSurface_Blt(TexSurface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); ok(hr == D3D_OK, "IDirectDrawSurface_Blt failed with %08x\n", hr); clrKey.dwColorSpaceLowValue = 0x001f; clrKey.dwColorSpaceHighValue = 0x001f; hr = IDirectDrawSurface_SetColorKey(TexSurface, DDCKEY_SRCBLT, &clrKey); ok(hr==D3D_OK, "IDirectDrawSurfac_SetColorKey returned: %x\n", hr); memset(&exdesc, 0, sizeof(D3DEXECUTEBUFFERDESC)); exdesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC); hr = IDirect3DExecuteBuffer_Lock(ExecuteBuffer, &exdesc); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_Lock failed with %08x\n", hr); if (FAILED(hr)) { skip("IDirect3DExecuteBuffer_Lock failed; skipping further tests\n"); goto out; } memcpy(exdesc.lpData, test1_quads, sizeof(test1_quads)); exe_buffer_ptr = 256 + (char*)exdesc.lpData; EXEBUF_PUT_PROCESSVERTICES(8, exe_buffer_ptr); EXEBUF_START_RENDER_STATES(2, exe_buffer_ptr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE, exe_buffer_ptr); hr = IDirect3DTexture_GetHandle(Texture, Direct3DDevice1, &htex); ok(hr == D3D_OK, "IDirect3DTexture_GetHandle failed with %08x\n", hr); EXEBUF_PUT_RENDER_STATE(D3DRENDERSTATE_TEXTUREHANDLE, htex, exe_buffer_ptr); EXEBUF_PUT_QUAD(0, exe_buffer_ptr); EXEBUF_PUT_QUAD(4, exe_buffer_ptr); EXEBUF_END(exe_buffer_ptr); exe_length = ((char*)exe_buffer_ptr - (char*)exdesc.lpData) - 256; hr = IDirect3DExecuteBuffer_Unlock(ExecuteBuffer); if (FAILED(hr)) { trace("IDirect3DExecuteBuffer_Unlock failed with %08x\n", hr); } memset(&exdata, 0, sizeof(D3DEXECUTEDATA)); exdata.dwSize = sizeof(D3DEXECUTEDATA); exdata.dwVertexCount = 8; exdata.dwInstructionOffset = 256; exdata.dwInstructionLength = exe_length; hr = IDirect3DExecuteBuffer_SetExecuteData(ExecuteBuffer, &exdata); ok(hr == D3D_OK, "IDirect3DExecuteBuffer_SetExecuteData failed with %08x\n", hr); hr = IDirect3DDevice_BeginScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_BeginScene failed with %08x\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DDevice_Execute(Direct3DDevice1, ExecuteBuffer, Viewport, D3DEXECUTE_UNCLIPPED); ok(hr == D3D_OK, "IDirect3DDevice_Execute failed, hr = %08x\n", hr); hr = IDirect3DDevice_EndScene(Direct3DDevice1); ok(hr == D3D_OK, "IDirect3DDevice3_EndScene failed, hr = %08x\n", hr); } color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 5); ok(color == 0, "Got color %08x, expected 00000000\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 5); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red == 0xff && green == 0 && blue == 0, "Got color %08x, expected 00ff0000 or near\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 5, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(color == 0, "Got color %08x, expected 00000000\n", color); color = D3D1_getPixelColor(DirectDraw1, Surface1, 400, 245); red = (color & 0x00ff0000) >> 16; green = (color & 0x0000ff00) >> 8; blue = (color & 0x000000ff); ok(red >= 0x7e && red <= 0x82 && green == 0 && blue == 0, "Got color %08x, expected 00800000 or near\n", color); out: if (TexSurface) IDirectDrawSurface_Release(TexSurface); if (Texture) IDirect3DTexture_Release(Texture); } 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); alpha_test(Direct3DDevice); rhw_zero_test(Direct3DDevice); releaseObjects(); /* release DX7 interfaces to test D3D1 */ if(!D3D1_createObjects()) { skip("Cannot initialize D3D1, skipping\n"); } else { D3D1_TextureMapBlendTest(); } D3D1_releaseObjects(); return ; cleanup: releaseObjects(); }