/* * Copyright (C) 2006 Vitaliy Margolen * Copyright (C) 2006 Chris Robinson * Copyright (C) 2006 Louis Lenders * Copyright 2006-2007 Henri Verbeet * Copyright 2006-2007, 2011-2013 Stefan Dösinger for CodeWeavers * Copyright 2013 Henri Verbeet 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 */ #define COBJMACROS #include #include #include "wine/test.h" #define GET_X_LPARAM(lp) ((int)(short)LOWORD(lp)) #define GET_Y_LPARAM(lp) ((int)(short)HIWORD(lp)) static INT screen_width; static INT screen_height; static HRESULT (WINAPI *ValidateVertexShader)(DWORD *, DWORD *, DWORD *, int, DWORD *); static HRESULT (WINAPI *ValidatePixelShader)(DWORD *, DWORD *, int, DWORD *); static IDirect3D8 *(WINAPI *pDirect3DCreate8)(UINT); static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO); static const DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */ 0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */ 0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */ 0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */ 0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */ 0x0000FFFF}; /* END */ static const DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */ 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */ 0x00000042, 0xB00F0000, /* tex t0 */ 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */ 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */ 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */ 0x0000FFFF}; /* END */ static int get_refcount(IUnknown *object) { IUnknown_AddRef( object ); return IUnknown_Release( object ); } /* try to make sure pending X events have been processed before continuing */ static void flush_events(void) { MSG msg; int diff = 200; int min_timeout = 100; DWORD time = GetTickCount() + diff; while (diff > 0) { if (MsgWaitForMultipleObjects( 0, NULL, FALSE, min_timeout, QS_ALLINPUT ) == WAIT_TIMEOUT) break; while (PeekMessageA(&msg, 0, 0, 0, PM_REMOVE)) DispatchMessageA(&msg); diff = time - GetTickCount(); } } static IDirect3DDevice8 *create_device(IDirect3D8 *d3d8, HWND device_window, HWND focus_window, BOOL windowed) { D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DDevice8 *device; present_parameters.Windowed = windowed; present_parameters.hDeviceWindow = device_window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = screen_width; present_parameters.BackBufferHeight = screen_height; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) return device; present_parameters.AutoDepthStencilFormat = D3DFMT_D16; if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) return device; if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device))) return device; return NULL; } static HRESULT reset_device(IDirect3DDevice8 *device, HWND device_window, BOOL windowed) { D3DPRESENT_PARAMETERS present_parameters = {0}; present_parameters.Windowed = windowed; present_parameters.hDeviceWindow = device_window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = screen_width; present_parameters.BackBufferHeight = screen_height; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; return IDirect3DDevice8_Reset(device, &present_parameters); } #define CHECK_CALL(r,c,d,rc) \ if (SUCCEEDED(r)) {\ int tmp1 = get_refcount( (IUnknown *)d ); \ int rc_new = rc; \ ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \ } else {\ trace("%s failed: %#08x\n", c, r); \ } #define CHECK_RELEASE(obj,d,rc) \ if (obj) { \ int tmp1, rc_new = rc; \ IUnknown_Release( (IUnknown*)obj ); \ tmp1 = get_refcount( (IUnknown *)d ); \ ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \ } #define CHECK_REFCOUNT(obj,rc) \ { \ int rc_new = rc; \ int count = get_refcount( (IUnknown *)obj ); \ ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \ } #define CHECK_RELEASE_REFCOUNT(obj,rc) \ { \ int rc_new = rc; \ int count = IUnknown_Release( (IUnknown *)obj ); \ ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \ } #define CHECK_ADDREF_REFCOUNT(obj,rc) \ { \ int rc_new = rc; \ int count = IUnknown_AddRef( (IUnknown *)obj ); \ ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \ } #define CHECK_SURFACE_CONTAINER(obj,iid,expected) \ { \ void *container_ptr = (void *)0x1337c0d3; \ hr = IDirect3DSurface8_GetContainer(obj, &iid, &container_ptr); \ ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08x, container_ptr %p. " \ "Expected hr %#08x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \ if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \ } static void check_mipmap_levels(IDirect3DDevice8 *device, UINT width, UINT height, UINT count) { IDirect3DBaseTexture8* texture = NULL; HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture ); if (SUCCEEDED(hr)) { DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture); ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels); } else trace("CreateTexture failed: %#08x\n", hr); if (texture) IDirect3DBaseTexture8_Release( texture ); } static void test_mipmap_levels(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } check_mipmap_levels(pDevice, 32, 32, 6); check_mipmap_levels(pDevice, 256, 1, 9); check_mipmap_levels(pDevice, 1, 256, 9); check_mipmap_levels(pDevice, 1, 1, 1); cleanup: if (pDevice) { UINT refcount = IDirect3DDevice8_Release( pDevice ); ok(!refcount, "Device has %u references left.\n", refcount); } if (pD3d) IDirect3D8_Release( pD3d ); DestroyWindow( hwnd ); } static void test_swapchain(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; IDirect3DSwapChain8 *swapchain1 = NULL; IDirect3DSwapChain8 *swapchain2 = NULL; IDirect3DSwapChain8 *swapchain3 = NULL; IDirect3DSurface8 *backbuffer = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.BackBufferCount = 0; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } /* Check if the back buffer count was modified */ ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount); /* Create a bunch of swapchains */ d3dpp.BackBufferCount = 0; hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain1); ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount); d3dpp.BackBufferCount = 1; hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain2); ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); d3dpp.BackBufferCount = 2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain3); ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); if(SUCCEEDED(hr)) { /* Swapchain 3, created with backbuffercount 2 */ backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%#08x)\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 1, 0, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%#08x)\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 2, 0, &backbuffer); ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 3, 0, &backbuffer); ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); } /* Check the back buffers of the swapchains */ /* Swapchain 1, created with backbuffercount 0 */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer != NULL, "The back buffer is NULL (%#08x)\n", hr); if(backbuffer) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 1, 0, &backbuffer); ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); /* Swapchain 2 - created with backbuffercount 1 */ backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 0, 0, &backbuffer); ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 1, 0, &backbuffer); ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 2, 0, &backbuffer); ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); cleanup: if(swapchain1) IDirect3DSwapChain8_Release(swapchain1); if(swapchain2) IDirect3DSwapChain8_Release(swapchain2); if(swapchain3) IDirect3DSwapChain8_Release(swapchain3); if (pDevice) { UINT refcount = IDirect3DDevice8_Release(pDevice); ok(!refcount, "Device has %u references left.\n", refcount); } if (pD3d) IDirect3D8_Release(pD3d); DestroyWindow( hwnd ); } static void test_refcount(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3D8 *pD3d2 = NULL; IDirect3DDevice8 *pDevice = NULL; IDirect3DVertexBuffer8 *pVertexBuffer = NULL; IDirect3DIndexBuffer8 *pIndexBuffer = NULL; DWORD dVertexShader = -1; DWORD dPixelShader = -1; IDirect3DCubeTexture8 *pCubeTexture = NULL; IDirect3DTexture8 *pTexture = NULL; IDirect3DVolumeTexture8 *pVolumeTexture = NULL; IDirect3DVolume8 *pVolumeLevel = NULL; IDirect3DSurface8 *pStencilSurface = NULL; IDirect3DSurface8 *pImageSurface = NULL; IDirect3DSurface8 *pRenderTarget = NULL; IDirect3DSurface8 *pRenderTarget2 = NULL; IDirect3DSurface8 *pRenderTarget3 = NULL; IDirect3DSurface8 *pTextureLevel = NULL; IDirect3DSurface8 *pBackBuffer = NULL; DWORD dStateBlock = -1; IDirect3DSwapChain8 *pSwapChain = NULL; D3DCAPS8 caps; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; int refcount = 0, tmp; DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */ D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), /* D3DVSDE_DIFFUSE, Register v5 */ D3DVSD_END() }; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; CHECK_REFCOUNT( pD3d, 1 ); IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } IDirect3DDevice8_GetDeviceCaps(pDevice, &caps); refcount = get_refcount( (IUnknown *)pDevice ); ok(refcount == 1, "Invalid device RefCount %d\n", refcount); CHECK_REFCOUNT( pD3d, 2 ); hr = IDirect3DDevice8_GetDirect3D(pDevice, &pD3d2); CHECK_CALL( hr, "GetDirect3D", pDevice, refcount ); ok(pD3d2 == pD3d, "Expected IDirect3D8 pointers to be equal\n"); CHECK_REFCOUNT( pD3d, 3 ); CHECK_RELEASE_REFCOUNT( pD3d, 2 ); /** * Check refcount of implicit surfaces. Findings: * - the container is the device * - they hold a reference to the device * - they are created with a refcount of 0 (Get/Release returns original refcount) * - they are not freed if refcount reaches 0. * - the refcount is not forwarded to the container. */ hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget); CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount); if(pRenderTarget) { CHECK_SURFACE_CONTAINER( pRenderTarget, IID_IDirect3DDevice8, pDevice); CHECK_REFCOUNT( pRenderTarget, 1); CHECK_ADDREF_REFCOUNT(pRenderTarget, 2); CHECK_REFCOUNT(pDevice, refcount); CHECK_RELEASE_REFCOUNT(pRenderTarget, 1); CHECK_REFCOUNT(pDevice, refcount); hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget); CHECK_CALL( hr, "GetRenderTarget", pDevice, refcount); CHECK_REFCOUNT( pRenderTarget, 2); CHECK_RELEASE_REFCOUNT( pRenderTarget, 1); CHECK_RELEASE_REFCOUNT( pRenderTarget, 0); CHECK_REFCOUNT( pDevice, --refcount); /* The render target is released with the device, so AddRef with refcount=0 is fine here. */ CHECK_ADDREF_REFCOUNT(pRenderTarget, 1); CHECK_REFCOUNT(pDevice, ++refcount); CHECK_RELEASE_REFCOUNT(pRenderTarget, 0); CHECK_REFCOUNT(pDevice, --refcount); } /* Render target and back buffer are identical. */ hr = IDirect3DDevice8_GetBackBuffer(pDevice, 0, 0, &pBackBuffer); CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount); if(pBackBuffer) { CHECK_RELEASE_REFCOUNT(pBackBuffer, 0); ok(pRenderTarget == pBackBuffer, "RenderTarget=%p and BackBuffer=%p should be the same.\n", pRenderTarget, pBackBuffer); pBackBuffer = NULL; } CHECK_REFCOUNT( pDevice, --refcount); hr = IDirect3DDevice8_GetDepthStencilSurface(pDevice, &pStencilSurface); CHECK_CALL( hr, "GetDepthStencilSurface", pDevice, ++refcount); if(pStencilSurface) { CHECK_SURFACE_CONTAINER( pStencilSurface, IID_IDirect3DDevice8, pDevice); CHECK_REFCOUNT( pStencilSurface, 1); CHECK_ADDREF_REFCOUNT(pStencilSurface, 2); CHECK_REFCOUNT(pDevice, refcount); CHECK_RELEASE_REFCOUNT(pStencilSurface, 1); CHECK_REFCOUNT(pDevice, refcount); CHECK_RELEASE_REFCOUNT( pStencilSurface, 0); CHECK_REFCOUNT( pDevice, --refcount); /* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */ CHECK_ADDREF_REFCOUNT(pStencilSurface, 1); CHECK_REFCOUNT(pDevice, ++refcount); CHECK_RELEASE_REFCOUNT(pStencilSurface, 0); CHECK_REFCOUNT(pDevice, --refcount); pStencilSurface = NULL; } /* Buffers */ hr = IDirect3DDevice8_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer ); CHECK_CALL( hr, "CreateIndexBuffer", pDevice, ++refcount ); if(pIndexBuffer) { tmp = get_refcount( (IUnknown *)pIndexBuffer ); hr = IDirect3DDevice8_SetIndices(pDevice, pIndexBuffer, 0); CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp); hr = IDirect3DDevice8_SetIndices(pDevice, NULL, 0); CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp); } hr = IDirect3DDevice8_CreateVertexBuffer( pDevice, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer ); CHECK_CALL( hr, "CreateVertexBuffer", pDevice, ++refcount ); if(pVertexBuffer) { IDirect3DVertexBuffer8 *pVBuf = (void*)~0; UINT stride = ~0; tmp = get_refcount( (IUnknown *)pVertexBuffer ); hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, pVertexBuffer, 3 * sizeof(float)); CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp); hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, NULL, 0); CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp); hr = IDirect3DDevice8_GetStreamSource(pDevice, 0, &pVBuf, &stride); ok(SUCCEEDED(hr), "GetStreamSource did not succeed with NULL stream!\n"); ok(pVBuf==NULL, "pVBuf not NULL (%p)!\n", pVBuf); ok(stride==3*sizeof(float), "stride not 3 floats (got %u)!\n", stride); } /* Shaders */ hr = IDirect3DDevice8_CreateVertexShader( pDevice, decl, simple_vs, &dVertexShader, 0 ); CHECK_CALL( hr, "CreateVertexShader", pDevice, refcount ); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0)) { hr = IDirect3DDevice8_CreatePixelShader( pDevice, simple_ps, &dPixelShader ); CHECK_CALL( hr, "CreatePixelShader", pDevice, refcount ); } /* Textures */ hr = IDirect3DDevice8_CreateTexture( pDevice, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture ); CHECK_CALL( hr, "CreateTexture", pDevice, ++refcount ); if (pTexture) { tmp = get_refcount( (IUnknown *)pTexture ); /* SetTexture should not increase refcounts */ hr = IDirect3DDevice8_SetTexture(pDevice, 0, (IDirect3DBaseTexture8 *) pTexture); CHECK_CALL( hr, "SetTexture", pTexture, tmp); hr = IDirect3DDevice8_SetTexture(pDevice, 0, NULL); CHECK_CALL( hr, "SetTexture", pTexture, tmp); /* This should not increment device refcount */ hr = IDirect3DTexture8_GetSurfaceLevel( pTexture, 1, &pTextureLevel ); CHECK_CALL( hr, "GetSurfaceLevel", pDevice, refcount ); /* But should increment texture's refcount */ CHECK_REFCOUNT( pTexture, tmp+1 ); /* Because the texture and surface refcount are identical */ if (pTextureLevel) { CHECK_REFCOUNT ( pTextureLevel, tmp+1 ); CHECK_ADDREF_REFCOUNT ( pTextureLevel, tmp+2 ); CHECK_REFCOUNT ( pTexture , tmp+2 ); CHECK_RELEASE_REFCOUNT( pTextureLevel, tmp+1 ); CHECK_REFCOUNT ( pTexture , tmp+1 ); CHECK_RELEASE_REFCOUNT( pTexture , tmp ); CHECK_REFCOUNT ( pTextureLevel, tmp ); } } if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) { hr = IDirect3DDevice8_CreateCubeTexture( pDevice, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture ); CHECK_CALL( hr, "CreateCubeTexture", pDevice, ++refcount ); } else { skip("Cube textures not supported\n"); } if(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) { hr = IDirect3DDevice8_CreateVolumeTexture( pDevice, 32, 32, 2, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture ); CHECK_CALL( hr, "CreateVolumeTexture", pDevice, ++refcount ); } else { skip("Volume textures not supported\n"); } if (pVolumeTexture) { tmp = get_refcount( (IUnknown *)pVolumeTexture ); /* This should not increment device refcount */ hr = IDirect3DVolumeTexture8_GetVolumeLevel(pVolumeTexture, 0, &pVolumeLevel); CHECK_CALL( hr, "GetVolumeLevel", pDevice, refcount ); /* But should increment volume texture's refcount */ CHECK_REFCOUNT( pVolumeTexture, tmp+1 ); /* Because the volume texture and volume refcount are identical */ if (pVolumeLevel) { CHECK_REFCOUNT ( pVolumeLevel , tmp+1 ); CHECK_ADDREF_REFCOUNT ( pVolumeLevel , tmp+2 ); CHECK_REFCOUNT ( pVolumeTexture, tmp+2 ); CHECK_RELEASE_REFCOUNT( pVolumeLevel , tmp+1 ); CHECK_REFCOUNT ( pVolumeTexture, tmp+1 ); CHECK_RELEASE_REFCOUNT( pVolumeTexture, tmp ); CHECK_REFCOUNT ( pVolumeLevel , tmp ); } } /* Surfaces */ hr = IDirect3DDevice8_CreateDepthStencilSurface( pDevice, 32, 32, D3DFMT_D16, D3DMULTISAMPLE_NONE, &pStencilSurface ); CHECK_CALL( hr, "CreateDepthStencilSurface", pDevice, ++refcount ); CHECK_REFCOUNT( pStencilSurface, 1); hr = IDirect3DDevice8_CreateImageSurface( pDevice, 32, 32, D3DFMT_X8R8G8B8, &pImageSurface ); CHECK_CALL( hr, "CreateImageSurface", pDevice, ++refcount ); CHECK_REFCOUNT( pImageSurface, 1); hr = IDirect3DDevice8_CreateRenderTarget( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &pRenderTarget3 ); CHECK_CALL( hr, "CreateRenderTarget", pDevice, ++refcount ); CHECK_REFCOUNT( pRenderTarget3, 1); /* Misc */ hr = IDirect3DDevice8_CreateStateBlock( pDevice, D3DSBT_ALL, &dStateBlock ); CHECK_CALL( hr, "CreateStateBlock", pDevice, refcount ); hr = IDirect3DDevice8_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain ); CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, ++refcount ); if(pSwapChain) { /* check implicit back buffer */ hr = IDirect3DSwapChain8_GetBackBuffer(pSwapChain, 0, 0, &pBackBuffer); CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount); CHECK_REFCOUNT( pSwapChain, 1); if(pBackBuffer) { CHECK_SURFACE_CONTAINER( pBackBuffer, IID_IDirect3DDevice8, pDevice); CHECK_REFCOUNT( pBackBuffer, 1); CHECK_RELEASE_REFCOUNT( pBackBuffer, 0); CHECK_REFCOUNT( pDevice, --refcount); /* The back buffer is released with the swapchain, so AddRef with refcount=0 is fine here. */ CHECK_ADDREF_REFCOUNT(pBackBuffer, 1); CHECK_REFCOUNT(pDevice, ++refcount); CHECK_RELEASE_REFCOUNT(pBackBuffer, 0); CHECK_REFCOUNT(pDevice, --refcount); pBackBuffer = NULL; } CHECK_REFCOUNT( pSwapChain, 1); } if(pVertexBuffer) { BYTE *data; /* Vertex buffers can be locked multiple times */ hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr); hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); } /* The implicit render target is not freed if refcount reaches 0. * Otherwise GetRenderTarget would re-allocate it and the pointer would change.*/ hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget2); CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount); if(pRenderTarget2) { CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0); ok(pRenderTarget == pRenderTarget2, "RenderTarget=%p and RenderTarget2=%p should be the same.\n", pRenderTarget, pRenderTarget2); CHECK_REFCOUNT( pDevice, --refcount); pRenderTarget2 = NULL; } pRenderTarget = NULL; cleanup: CHECK_RELEASE(pDevice, pDevice, --refcount); /* Buffers */ CHECK_RELEASE(pVertexBuffer, pDevice, --refcount); CHECK_RELEASE(pIndexBuffer, pDevice, --refcount); /* Shaders */ if (dVertexShader != ~0U) IDirect3DDevice8_DeleteVertexShader( pDevice, dVertexShader ); if (dPixelShader != ~0U) IDirect3DDevice8_DeletePixelShader( pDevice, dPixelShader ); /* Textures */ CHECK_RELEASE(pTexture, pDevice, --refcount); CHECK_RELEASE(pCubeTexture, pDevice, --refcount); CHECK_RELEASE(pVolumeTexture, pDevice, --refcount); /* Surfaces */ CHECK_RELEASE(pStencilSurface, pDevice, --refcount); CHECK_RELEASE(pImageSurface, pDevice, --refcount); CHECK_RELEASE(pRenderTarget3, pDevice, --refcount); /* Misc */ if (dStateBlock != ~0U) IDirect3DDevice8_DeleteStateBlock( pDevice, dStateBlock ); /* This will destroy device - cannot check the refcount here */ if (pSwapChain) CHECK_RELEASE_REFCOUNT( pSwapChain, 0); if (pD3d) CHECK_RELEASE_REFCOUNT( pD3d, 0); DestroyWindow( hwnd ); } static void test_cursor(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; CURSORINFO info; IDirect3DSurface8 *cursor = NULL; HCURSOR cur; HMODULE user32_handle = GetModuleHandleA("user32.dll"); pGetCursorInfo = (void *)GetProcAddress(user32_handle, "GetCursorInfo"); if (!pGetCursorInfo) { win_skip("GetCursorInfo is not available\n"); return; } memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(pGetCursorInfo(&info), "GetCursorInfo failed\n"); cur = info.hCursor; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } IDirect3DDevice8_CreateImageSurface(pDevice, 32, 32, D3DFMT_A8R8G8B8, &cursor); ok(cursor != NULL, "IDirect3DDevice8_CreateOffscreenPlainSurface failed with %#08x\n", hr); /* Initially hidden */ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* Not enabled without a surface*/ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* Fails */ hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, NULL); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, cursor); ok(hr == D3D_OK, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); IDirect3DSurface8_Release(cursor); memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(pGetCursorInfo(&info), "GetCursorInfo failed\n"); ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags); ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */ /* Still hidden */ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* Enabled now*/ hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE); ok(hr == TRUE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr); /* GDI cursor unchanged */ memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(pGetCursorInfo(&info), "GetCursorInfo failed\n"); ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags); ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */ cleanup: if (pDevice) { UINT refcount = IDirect3DDevice8_Release(pDevice); ok(!refcount, "Device has %u references left.\n", refcount); } if (pD3d) IDirect3D8_Release(pD3d); DestroyWindow(hwnd); } static const POINT *expect_pos; static LRESULT CALLBACK test_cursor_proc(HWND window, UINT message, WPARAM wparam, LPARAM lparam) { if (message == WM_MOUSEMOVE) { if (expect_pos && expect_pos->x && expect_pos->y) { POINT p = {GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam)}; ClientToScreen(window, &p); if (expect_pos->x == p.x && expect_pos->y == p.y) ++expect_pos; } } return DefWindowProcA(window, message, wparam, lparam); } static void test_cursor_pos(void) { IDirect3DSurface8 *cursor; IDirect3DDevice8 *device; WNDCLASSA wc = {0}; IDirect3D8 *d3d8; UINT refcount; HWND window; HRESULT hr; BOOL ret; /* Note that we don't check for movement we're not supposed to receive. * That's because it's hard to distinguish from the user accidentally * moving the mouse. */ static const POINT points[] = { {50, 50}, {75, 75}, {100, 100}, {125, 125}, {150, 150}, {125, 125}, {150, 150}, {150, 150}, {0, 0}, }; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping cursor tests.\n"); return; } wc.lpfnWndProc = test_cursor_proc; wc.lpszClassName = "d3d8_test_cursor_wc"; ok(RegisterClassA(&wc), "Failed to register window class.\n"); window = CreateWindowA("d3d8_test_cursor_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 320, 240, NULL, NULL, NULL, NULL); ShowWindow(window, SW_SHOW); device = create_device(d3d8, window, window, TRUE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32, D3DFMT_A8R8G8B8, &cursor); ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); ok(SUCCEEDED(hr), "Failed to set cursor properties, hr %#x.\n", hr); IDirect3DSurface8_Release(cursor); ret = IDirect3DDevice8_ShowCursor(device, TRUE); ok(!ret, "Failed to show cursor, hr %#x.\n", ret); flush_events(); expect_pos = points; ret = SetCursorPos(50, 50); ok(ret, "Failed to set cursor position.\n"); flush_events(); IDirect3DDevice8_SetCursorPosition(device, 75, 75, 0); flush_events(); /* SetCursorPosition() eats duplicates. */ IDirect3DDevice8_SetCursorPosition(device, 75, 75, 0); flush_events(); ret = SetCursorPos(100, 100); ok(ret, "Failed to set cursor position.\n"); flush_events(); /* Even if the position was set with SetCursorPos(). */ IDirect3DDevice8_SetCursorPosition(device, 100, 100, 0); flush_events(); IDirect3DDevice8_SetCursorPosition(device, 125, 125, 0); flush_events(); ret = SetCursorPos(150, 150); ok(ret, "Failed to set cursor position.\n"); flush_events(); IDirect3DDevice8_SetCursorPosition(device, 125, 125, 0); flush_events(); IDirect3DDevice8_SetCursorPosition(device, 150, 150, 0); flush_events(); /* SetCursorPos() doesn't. */ ret = SetCursorPos(150, 150); ok(ret, "Failed to set cursor position.\n"); flush_events(); ok(!expect_pos->x && !expect_pos->y, "Didn't receive MOUSEMOVE %u (%d, %d).\n", (unsigned)(expect_pos - points), expect_pos->x, expect_pos->y); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: DestroyWindow(window); UnregisterClassA("d3d8_test_cursor_wc", GetModuleHandleA(NULL)); if (d3d8) IDirect3D8_Release(d3d8); } static void test_states(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = screen_width; d3dpp.BackBufferHeight = screen_height; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, TRUE) returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, FALSE) returned %#08x\n", hr); cleanup: if (pDevice) { UINT refcount = IDirect3DDevice8_Release(pDevice); ok(!refcount, "Device has %u references left.\n", refcount); } if (pD3d) IDirect3D8_Release(pD3d); DestroyWindow(hwnd); } static void test_shader_versions(void) { HRESULT hr; IDirect3D8 *pD3d = NULL; D3DCAPS8 d3dcaps; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); if (pD3d != NULL) { hr = IDirect3D8_GetDeviceCaps(pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dcaps); ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get D3D8 caps (%#08x)\n", hr); if (SUCCEEDED(hr)) { ok(d3dcaps.VertexShaderVersion <= D3DVS_VERSION(1,1), "Unexpected VertexShaderVersion (%#x > %#x)\n", d3dcaps.VertexShaderVersion, D3DVS_VERSION(1,1)); ok(d3dcaps.PixelShaderVersion <= D3DPS_VERSION(1,4), "Unexpected PixelShaderVersion (%#x > %#x)\n", d3dcaps.PixelShaderVersion, D3DPS_VERSION(1,4)); } else { skip("No Direct3D support\n"); } IDirect3D8_Release(pD3d); } } /* Test adapter display modes */ static void test_display_modes(void) { UINT max_modes, i; D3DDISPLAYMODE dmode; HRESULT res; IDirect3D8 *pD3d; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); if(!pD3d) return; max_modes = IDirect3D8_GetAdapterModeCount(pD3d, D3DADAPTER_DEFAULT); ok(max_modes > 0 || broken(max_modes == 0), /* VMware */ "GetAdapterModeCount(D3DADAPTER_DEFAULT) returned 0!\n"); for(i=0; iX = %u, expected 0.\n", vp.X); ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w); ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); } i = 1; vp.X = 10; vp.Y = 20; vp.Width = modes[i].w / 2; vp.Height = modes[i].h / 2; vp.MinZ = 0.2f; vp.MaxZ = 0.3f; hr = IDirect3DDevice8_SetViewport(device1, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value); ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value); hr = IDirect3DDevice8_SetRenderState(device1, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = FALSE; d3dpp.BackBufferWidth = modes[i].w; d3dpp.BackBufferHeight = modes[i].h; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value); ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value); memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); if (SUCCEEDED(hr)) { ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w); ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); } width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); ok(width == modes[i].w, "Screen width is %u, expected %u.\n", width, modes[i].w); ok(height == modes[i].h, "Screen height is %u, expected %u.\n", height, modes[i].h); hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); ok(surface_desc.Width == modes[i].w, "Back buffer width is %u, expected %u.\n", surface_desc.Width, modes[i].w); ok(surface_desc.Height == modes[i].h, "Back buffer height is %u, expected %u.\n", surface_desc.Height, modes[i].h); IDirect3DSurface8_Release(surface); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = TRUE; d3dpp.BackBufferWidth = 400; d3dpp.BackBufferHeight = 300; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); if (SUCCEEDED(hr)) { ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); ok(vp.Width == 400, "D3DVIEWPORT->Width = %u, expected 400.\n", vp.Width); ok(vp.Height == 300, "D3DVIEWPORT->Height = %u, expected 300.\n", vp.Height); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); } width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); ok(width == orig_width, "Screen width is %u, expected %u.\n", width, orig_width); ok(height == orig_height, "Screen height is %u, expected %u.\n", height, orig_height); hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); ok(surface_desc.Width == 400, "Back buffer width is %u, expected 400.\n", surface_desc.Width); ok(surface_desc.Height == 300, "Back buffer height is %u, expected 300.\n", surface_desc.Height); IDirect3DSurface8_Release(surface); winrect.left = 0; winrect.top = 0; winrect.right = 200; winrect.bottom = 150; ok(AdjustWindowRect(&winrect, WS_OVERLAPPEDWINDOW, FALSE), "AdjustWindowRect failed\n"); ok(SetWindowPos(window, NULL, 0, 0, winrect.right-winrect.left, winrect.bottom-winrect.top, SWP_NOMOVE|SWP_NOZORDER), "SetWindowPos failed\n"); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = TRUE; d3dpp.BackBufferWidth = 0; d3dpp.BackBufferHeight = 0; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); if (SUCCEEDED(hr)) { ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); ok(vp.Width == 200, "D3DVIEWPORT->Width = %u, expected 200.\n", vp.Width); ok(vp.Height == 150, "D3DVIEWPORT->Height = %u, expected 150.\n", vp.Height); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); } hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); ok(surface_desc.Width == 200, "Back buffer width is %u, expected 200.\n", surface_desc.Width); ok(surface_desc.Height == 150, "Back buffer height is %u, expected 150.\n", surface_desc.Height); IDirect3DSurface8_Release(surface); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = TRUE; d3dpp.BackBufferWidth = 400; d3dpp.BackBufferHeight = 300; d3dpp.BackBufferFormat = d3ddm.Format; /* Reset fails if there is a resource in the default pool. */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); IDirect3DTexture8_Release(texture); /* Reset again to get the device out of the lost state. */ hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) { IDirect3DVolumeTexture8 *volume_texture; hr = IDirect3DDevice8_CreateVolumeTexture(device1, 16, 16, 4, 1, 0, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &volume_texture); ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); IDirect3DVolumeTexture8_Release(volume_texture); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); } else { skip("Volume textures not supported.\n"); } /* Scratch, sysmem and managed pool resources are fine. */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); /* The depth stencil should get reset to the auto depth stencil when present. */ hr = IDirect3DDevice8_SetRenderTarget(device1, NULL, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND); ok(!surface, "Depth / stencil buffer should be NULL.\n"); d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); ok(!!surface, "Depth / stencil buffer should not be NULL.\n"); if (surface) IDirect3DSurface8_Release(surface); d3dpp.EnableAutoDepthStencil = FALSE; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND); ok(!surface, "Depth / stencil buffer should be NULL.\n"); /* Will a sysmem or scratch resource survive while locked? */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); IDirect3DTexture8_UnlockRect(texture, 0); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); IDirect3DTexture8_UnlockRect(texture, 0); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); /* A reference held to an implicit surface causes failures as well. */ hr = IDirect3DDevice8_GetBackBuffer(device1, 0, D3DBACKBUFFER_TYPE_MONO, &surface); ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); /* Shaders are fine as well. */ hr = IDirect3DDevice8_CreateVertexShader(device1, decl, simple_vs, &shader, 0); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device1, shader); ok(SUCCEEDED(hr), "DeleteVertexShader failed, hr %#x.\n", hr); /* Try setting invalid modes. */ memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = FALSE; d3dpp.BackBufferWidth = 32; d3dpp.BackBufferHeight = 32; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = FALSE; d3dpp.BackBufferWidth = 801; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = FALSE; d3dpp.BackBufferWidth = 0; d3dpp.BackBufferHeight = 0; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice8_TestCooperativeLevel(device1); ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = FALSE; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &device2); if (FAILED(hr)) { skip("Failed to create device, hr %#x.\n", hr); goto cleanup; } hr = IDirect3DDevice8_TestCooperativeLevel(device2); ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 400; d3dpp.BackBufferHeight = 300; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device2, &d3dpp); ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); if (FAILED(hr)) goto cleanup; hr = IDirect3DDevice8_GetDepthStencilSurface(device2, &surface); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); ok(!!surface, "Depth / stencil buffer should not be NULL.\n"); if (surface) IDirect3DSurface8_Release(surface); cleanup: HeapFree(GetProcessHeap(), 0, modes); if (device2) IDirect3DDevice8_Release(device2); if (device1) IDirect3DDevice8_Release(device1); if (d3d8) IDirect3D8_Release(d3d8); if (window) DestroyWindow(window); } static void test_scene(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D8_CreateDevice failed with %#08x\n", hr); if(!pDevice) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } /* Test an EndScene without BeginScene. Should return an error */ hr = IDirect3DDevice8_EndScene(pDevice); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); /* Test a normal BeginScene / EndScene pair, this should work */ hr = IDirect3DDevice8_BeginScene(pDevice); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); if(SUCCEEDED(hr)) { hr = IDirect3DDevice8_EndScene(pDevice); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); } /* Test another EndScene without having begun a new scene. Should return an error */ hr = IDirect3DDevice8_EndScene(pDevice); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); /* Two nested BeginScene and EndScene calls */ hr = IDirect3DDevice8_BeginScene(pDevice); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(pDevice); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_BeginScene returned %#08x\n", hr); hr = IDirect3DDevice8_EndScene(pDevice); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); hr = IDirect3DDevice8_EndScene(pDevice); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); /* StretchRect does not exit in Direct3D8, so no equivalent to the d3d9 stretchrect tests */ cleanup: if (pDevice) { UINT refcount = IDirect3DDevice8_Release(pDevice); ok(!refcount, "Device has %u references left.\n", refcount); } if (pD3d) IDirect3D8_Release(pD3d); DestroyWindow(hwnd); } static void test_shader(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; DWORD hPixelShader = 0, hVertexShader = 0; DWORD hPixelShader2 = 0, hVertexShader2 = 0; DWORD hTempHandle; D3DCAPS8 caps; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; DWORD data_size; void *data; static DWORD dwVertexDecl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_END() }; DWORD decl_normal_float2[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */ D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT2), /* D3DVSDE_NORMAL, Register v1 */ D3DVSD_END() }; DWORD decl_normal_float4[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */ D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT4), /* D3DVSDE_NORMAL, Register v1 */ D3DVSD_END() }; DWORD decl_normal_d3dcolor[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */ D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_D3DCOLOR),/* D3DVSDE_NORMAL, Register v1 */ D3DVSD_END() }; const DWORD vertex_decl_size = sizeof(dwVertexDecl); const DWORD simple_vs_size = sizeof(simple_vs); const DWORD simple_ps_size = sizeof(simple_ps); pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D8_CreateDevice failed with %#08x\n", hr); if(!pDevice) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } IDirect3DDevice8_GetDeviceCaps(pDevice, &caps); /* Test setting and retrieving a FVF */ hr = IDirect3DDevice8_SetVertexShader(pDevice, fvf); ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle); ok(SUCCEEDED(hr), "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); ok(hTempHandle == fvf, "Vertex shader %#08x is set, expected %#08x\n", hTempHandle, fvf); /* First create a vertex shader */ hr = IDirect3DDevice8_SetVertexShader(pDevice, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, simple_vs, &hVertexShader, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); /* Msdn says that the new vertex shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0); /* Assign the shader, then verify that GetVertexShader works */ hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader); /* Verify that we can retrieve the declaration */ hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, NULL, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr); ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size); data = HeapAlloc(GetProcessHeap(), 0, vertex_decl_size); data_size = 1; hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, data, &data_size); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderDeclaration returned (%#08x), " "expected D3DERR_INVALIDCALL\n", hr); ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); data_size = vertex_decl_size; hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, data, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr); ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size); ok(!memcmp(data, dwVertexDecl, vertex_decl_size), "data not equal to shader declaration\n"); HeapFree(GetProcessHeap(), 0, data); /* Verify that we can retrieve the shader function */ hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, NULL, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr); ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size); data = HeapAlloc(GetProcessHeap(), 0, simple_vs_size); data_size = 1; hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, data, &data_size); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderFunction returned (%#08x), " "expected D3DERR_INVALIDCALL\n", hr); ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); data_size = simple_vs_size; hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, data, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr); ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size); ok(!memcmp(data, simple_vs, simple_vs_size), "data not equal to shader function\n"); HeapFree(GetProcessHeap(), 0, data); /* Delete the assigned shader. This is supposed to work */ hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); /* The shader should be unset now */ hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0); /* Test a broken declaration. 3DMark2001 tries to use normals with 2 components * First try the fixed function shader function, then a custom one */ hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_float2, 0, &hVertexShader, 0); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_float4, 0, &hVertexShader, 0); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_d3dcolor, 0, &hVertexShader, 0); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_float2, simple_vs, &hVertexShader, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0)) { /* The same with a pixel shader */ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); /* Assign the shader, then verify that GetPixelShader works */ hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); /* Verify that we can retrieve the shader function */ hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size); data_size = 1; hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned (%#08x), " "expected D3DERR_INVALIDCALL\n", hr); ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); data_size = simple_ps_size; hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n"); HeapFree(GetProcessHeap(), 0, data); /* Delete the assigned shader. This is supposed to work */ hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); /* The shader should be unset now */ hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); /* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2); ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader); ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); /* Check for double delete. */ hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2); ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader); ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); } else { skip("Pixel shaders not supported\n"); } /* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader2, 0); ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader2); ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle); ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader); hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); /* Check for double delete. */ hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader2); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); cleanup: if (pDevice) { UINT refcount = IDirect3DDevice8_Release(pDevice); ok(!refcount, "Device has %u references left.\n", refcount); } if (pD3d) IDirect3D8_Release(pD3d); DestroyWindow(hwnd); } static void test_limits(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *pD3d = NULL; IDirect3DDevice8 *pDevice = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; IDirect3DTexture8 *pTexture = NULL; int i; pD3d = pDirect3DCreate8( D3D_SDK_VERSION ); ok(pD3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!pD3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice ); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D8_CreateDevice failed with %#08x\n", hr); if(!pDevice) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } hr = IDirect3DDevice8_CreateTexture(pDevice, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pTexture); ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed with %#08x\n", hr); if(!pTexture) goto cleanup; /* There are 8 texture stages. We should be able to access all of them */ for(i = 0; i < 8; i++) { hr = IDirect3DDevice8_SetTexture(pDevice, i, (IDirect3DBaseTexture8 *) pTexture); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); hr = IDirect3DDevice8_SetTexture(pDevice, i, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); hr = IDirect3DDevice8_SetTextureStageState(pDevice, i, D3DTSS_COLOROP, D3DTOP_ADD); ok(hr == D3D_OK, "IDirect3DDevice8_SetTextureStageState for texture %d failed with %#08x\n", i, hr); } /* Investigations show that accessing higher textures stage states does not return an error either. Writing * to too high texture stages(approximately texture 40) causes memory corruption in windows, so there is no * bounds checking but how do I test that? */ cleanup: if(pTexture) IDirect3DTexture8_Release(pTexture); if (pDevice) { UINT refcount = IDirect3DDevice8_Release(pDevice); ok(!refcount, "Device has %u references left.\n", refcount); } if (pD3d) IDirect3D8_Release(pD3d); DestroyWindow(hwnd); } static void test_lights(void) { D3DPRESENT_PARAMETERS d3dpp; IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; HWND hwnd; HRESULT hr; unsigned int i; BOOL enabled; D3DCAPS8 caps; D3DDISPLAYMODE d3ddm; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &device ); ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %08x\n", hr); if(!device) { skip("Failed to create a d3d device\n"); goto cleanup; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed with %08x\n", hr); for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, TRUE); ok(hr == D3D_OK, "Enabling light %u failed with %08x\n", i, hr); hr = IDirect3DDevice8_GetLightEnable(device, i, &enabled); ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "GetLightEnable on light %u failed with %08x\n", i, hr); ok(enabled, "Light %d is %s\n", i, enabled ? "enabled" : "disabled"); } /* TODO: Test the rendering results in this situation */ hr = IDirect3DDevice8_LightEnable(device, i + 1, TRUE); ok(hr == D3D_OK, "Enabling one light more than supported returned %08x\n", hr); hr = IDirect3DDevice8_GetLightEnable(device, i + 1, &enabled); ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i + 1, hr); ok(enabled, "Light %d is %s\n", i + 1, enabled ? "enabled" : "disabled"); hr = IDirect3DDevice8_LightEnable(device, i + 1, FALSE); ok(hr == D3D_OK, "Disabling the additional returned %08x\n", hr); for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, FALSE); ok(hr == D3D_OK, "Disabling light %u failed with %08x\n", i, hr); } cleanup: if (device) { UINT refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } if (d3d8) IDirect3D8_Release(d3d8); DestroyWindow(hwnd); } static void test_render_zero_triangles(void) { D3DPRESENT_PARAMETERS d3dpp; IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; HWND hwnd; HRESULT hr; D3DDISPLAYMODE d3ddm; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; } quad[] = { { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, }; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &d3dpp, &device ); ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %08x\n", hr); if(!device) { skip("Failed to create a d3d device\n"); goto cleanup; } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); if(hr == D3D_OK) { hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 0 /* NumVerts */, 0 /*PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); cleanup: if (device) { UINT refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } if (d3d8) IDirect3D8_Release(d3d8); DestroyWindow(hwnd); } static void test_depth_stencil_reset(void) { D3DPRESENT_PARAMETERS present_parameters; D3DDISPLAYMODE display_mode; IDirect3DSurface8 *surface, *orig_rt; IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; UINT refcount; HRESULT hr; HWND hwnd; d3d8 = pDirect3DCreate8(D3D_SDK_VERSION); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &display_mode); memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferFormat = display_mode.Format; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr); goto cleanup; } hr = IDirect3DDevice8_GetRenderTarget(device, &orig_rt); ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); ok(SUCCEEDED(hr), "TestCooperativeLevel failed with %#x\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL); ok(hr == D3D_OK, "SetRenderTarget failed with 0x%08x\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr); ok(surface == orig_rt, "Render target is %p, should be %p\n", surface, orig_rt); if (surface) IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(orig_rt); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n"); present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr); ok(surface != NULL, "Depth stencil should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface); present_parameters.EnableAutoDepthStencil = FALSE; hr = IDirect3DDevice8_Reset(device, &present_parameters); ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n"); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); device = NULL; IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &display_mode ); ZeroMemory( &present_parameters, sizeof(present_parameters) ); present_parameters.Windowed = TRUE; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferFormat = display_mode.Format; present_parameters.EnableAutoDepthStencil = FALSE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device ); if(FAILED(hr)) { skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr); goto cleanup; } hr = IDirect3DDevice8_TestCooperativeLevel(device); ok(hr == D3D_OK, "IDirect3DDevice8_TestCooperativeLevel after creation returned %#x\n", hr); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.Windowed = TRUE; present_parameters.BackBufferWidth = 400; present_parameters.BackBufferHeight = 300; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); ok(hr == D3D_OK, "IDirect3DDevice8_Reset failed with 0x%08x\n", hr); if (FAILED(hr)) goto cleanup; hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr); ok(surface != NULL, "Depth stencil should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface); cleanup: if (device) { refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } if (d3d8) IDirect3D8_Release(d3d8); DestroyWindow(hwnd); } static HWND filter_messages; enum message_window { DEVICE_WINDOW, FOCUS_WINDOW, }; struct message { UINT message; enum message_window window; }; static const struct message *expect_messages; static HWND device_window, focus_window; struct wndproc_thread_param { HWND dummy_window; HANDLE window_created; HANDLE test_finished; BOOL running_in_foreground; }; static LRESULT CALLBACK test_proc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam) { if (filter_messages && filter_messages == hwnd) { if (message != WM_DISPLAYCHANGE && message != WM_IME_NOTIFY) todo_wine ok(0, "Received unexpected message %#x for window %p.\n", message, hwnd); } if (expect_messages) { HWND w; switch (expect_messages->window) { case DEVICE_WINDOW: w = device_window; break; case FOCUS_WINDOW: w = focus_window; break; default: w = NULL; break; }; if (hwnd == w && expect_messages->message == message) ++expect_messages; } return DefWindowProcA(hwnd, message, wparam, lparam); } static DWORD WINAPI wndproc_thread(void *param) { struct wndproc_thread_param *p = param; DWORD res; BOOL ret; p->dummy_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, screen_width, screen_height, 0, 0, 0, 0); p->running_in_foreground = SetForegroundWindow(p->dummy_window); ret = SetEvent(p->window_created); ok(ret, "SetEvent failed, last error %#x.\n", GetLastError()); for (;;) { MSG msg; while (PeekMessageA(&msg, 0, 0, 0, PM_REMOVE)) DispatchMessageA(&msg); res = WaitForSingleObject(p->test_finished, 100); if (res == WAIT_OBJECT_0) break; if (res != WAIT_TIMEOUT) { ok(0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); break; } } DestroyWindow(p->dummy_window); return 0; } static void test_wndproc(void) { struct wndproc_thread_param thread_params; IDirect3DDevice8 *device; WNDCLASSA wc = {0}; IDirect3D8 *d3d8; HANDLE thread; LONG_PTR proc; ULONG ref; DWORD res, tid; HWND tmp; static const struct message messages[] = { {WM_WINDOWPOSCHANGING, FOCUS_WINDOW}, {WM_ACTIVATE, FOCUS_WINDOW}, {WM_SETFOCUS, FOCUS_WINDOW}, {WM_WINDOWPOSCHANGING, DEVICE_WINDOW}, {WM_MOVE, DEVICE_WINDOW}, {WM_SIZE, DEVICE_WINDOW}, {0, 0}, }; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } wc.lpfnWndProc = test_proc; wc.lpszClassName = "d3d8_test_wndproc_wc"; ok(RegisterClassA(&wc), "Failed to register window class.\n"); thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL); ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError()); thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL); ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError()); focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, screen_width, screen_height, 0, 0, 0, 0); device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, screen_width, screen_height, 0, 0, 0, 0); thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid); ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError()); res = WaitForSingleObject(thread_params.window_created, INFINITE); ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); trace("device_window %p, focus_window %p, dummy_window %p.\n", device_window, focus_window, thread_params.dummy_window); tmp = GetFocus(); ok(tmp == device_window, "Expected focus %p, got %p.\n", device_window, tmp); if (thread_params.running_in_foreground) { tmp = GetForegroundWindow(); ok(tmp == thread_params.dummy_window, "Expected foreground window %p, got %p.\n", thread_params.dummy_window, tmp); } else skip("Not running in foreground, skip foreground window test\n"); flush_events(); expect_messages = messages; device = create_device(d3d8, device_window, focus_window, FALSE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n", expect_messages->message, expect_messages->window); expect_messages = NULL; if (0) /* Disabled until we can make this work in a reliable way on Wine. */ { tmp = GetFocus(); ok(tmp == focus_window, "Expected focus %p, got %p.\n", focus_window, tmp); tmp = GetForegroundWindow(); ok(tmp == focus_window, "Expected foreground window %p, got %p.\n", focus_window, tmp); } SetForegroundWindow(focus_window); flush_events(); filter_messages = focus_window; proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); device = create_device(d3d8, focus_window, focus_window, FALSE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); device = create_device(d3d8, device_window, focus_window, FALSE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } proc = SetWindowLongPtrA(focus_window, GWLP_WNDPROC, (LONG_PTR)DefWindowProcA); ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)DefWindowProcA, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)DefWindowProcA, proc); done: filter_messages = NULL; IDirect3D8_Release(d3d8); SetEvent(thread_params.test_finished); WaitForSingleObject(thread, INFINITE); CloseHandle(thread_params.test_finished); CloseHandle(thread_params.window_created); CloseHandle(thread); DestroyWindow(device_window); DestroyWindow(focus_window); UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL)); } static void test_wndproc_windowed(void) { struct wndproc_thread_param thread_params; IDirect3DDevice8 *device; WNDCLASSA wc = {0}; IDirect3D8 *d3d8; HANDLE thread; LONG_PTR proc; HRESULT hr; ULONG ref; DWORD res, tid; HWND tmp; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } wc.lpfnWndProc = test_proc; wc.lpszClassName = "d3d8_test_wndproc_wc"; ok(RegisterClassA(&wc), "Failed to register window class.\n"); thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL); ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError()); thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL); ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError()); focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, screen_width, screen_height, 0, 0, 0, 0); device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, screen_width, screen_height, 0, 0, 0, 0); thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid); ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError()); res = WaitForSingleObject(thread_params.window_created, INFINITE); ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); trace("device_window %p, focus_window %p, dummy_window %p.\n", device_window, focus_window, thread_params.dummy_window); tmp = GetFocus(); ok(tmp == device_window, "Expected focus %p, got %p.\n", device_window, tmp); if (thread_params.running_in_foreground) { tmp = GetForegroundWindow(); ok(tmp == thread_params.dummy_window, "Expected foreground window %p, got %p.\n", thread_params.dummy_window, tmp); } else skip("Not running in foreground, skip foreground window test\n"); filter_messages = focus_window; device = create_device(d3d8, device_window, focus_window, TRUE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } tmp = GetFocus(); ok(tmp == device_window, "Expected focus %p, got %p.\n", device_window, tmp); tmp = GetForegroundWindow(); ok(tmp == thread_params.dummy_window, "Expected foreground window %p, got %p.\n", thread_params.dummy_window, tmp); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); filter_messages = NULL; hr = reset_device(device, device_window, FALSE); ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc != (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); hr = reset_device(device, device_window, TRUE); ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); filter_messages = focus_window; ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); filter_messages = device_window; device = create_device(d3d8, focus_window, focus_window, TRUE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } filter_messages = NULL; hr = reset_device(device, focus_window, FALSE); ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc != (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); hr = reset_device(device, focus_window, TRUE); ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); filter_messages = device_window; ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); device = create_device(d3d8, device_window, focus_window, TRUE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } filter_messages = NULL; hr = reset_device(device, device_window, FALSE); ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc != (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); hr = reset_device(device, device_window, TRUE); ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); filter_messages = device_window; ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); done: filter_messages = NULL; IDirect3D8_Release(d3d8); SetEvent(thread_params.test_finished); WaitForSingleObject(thread, INFINITE); CloseHandle(thread_params.test_finished); CloseHandle(thread_params.window_created); CloseHandle(thread); DestroyWindow(device_window); DestroyWindow(focus_window); UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL)); } static inline void set_fpu_cw(WORD cw) { #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) #define D3D8_TEST_SET_FPU_CW 1 __asm__ volatile ("fnclex"); __asm__ volatile ("fldcw %0" : : "m" (cw)); #elif defined(__i386__) && defined(_MSC_VER) #define D3D8_TEST_SET_FPU_CW 1 __asm fnclex; __asm fldcw cw; #endif } static inline WORD get_fpu_cw(void) { WORD cw = 0; #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) #define D3D8_TEST_GET_FPU_CW 1 __asm__ volatile ("fnstcw %0" : "=m" (cw)); #elif defined(__i386__) && defined(_MSC_VER) #define D3D8_TEST_GET_FPU_CW 1 __asm fnstcw cw; #endif return cw; } static void test_fpu_setup(void) { #if defined(D3D8_TEST_SET_FPU_CW) && defined(D3D8_TEST_GET_FPU_CW) D3DPRESENT_PARAMETERS present_parameters; IDirect3DDevice8 *device; D3DDISPLAYMODE d3ddm; HWND window = NULL; IDirect3D8 *d3d8; HRESULT hr; WORD cw; d3d8 = pDirect3DCreate8(D3D_SDK_VERSION); ok(!!d3d8, "Failed to create a d3d8 object.\n"); if (!d3d8) return; window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_CAPTION, 0, 0, screen_width, screen_height, 0, 0, 0, 0); ok(!!window, "Failed to create a window.\n"); if (!window) goto done; hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferFormat = d3ddm.Format; set_fpu_cw(0xf60); cw = get_fpu_cw(); ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw); hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); if (FAILED(hr)) { skip("Failed to create a device, hr %#x.\n", hr); set_fpu_cw(0x37f); goto done; } cw = get_fpu_cw(); ok(cw == 0x7f, "cw is %#x, expected 0x7f.\n", cw); IDirect3DDevice8_Release(device); cw = get_fpu_cw(); ok(cw == 0x7f, "cw is %#x, expected 0x7f.\n", cw); set_fpu_cw(0xf60); cw = get_fpu_cw(); ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw); hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &present_parameters, &device); ok(SUCCEEDED(hr), "CreateDevice failed, hr %#x.\n", hr); cw = get_fpu_cw(); ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw); set_fpu_cw(0x37f); IDirect3DDevice8_Release(device); done: if (window) DestroyWindow(window); if (d3d8) IDirect3D8_Release(d3d8); #endif } static void test_ApplyStateBlock(void) { D3DPRESENT_PARAMETERS d3dpp; IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; HWND hwnd; HRESULT hr; D3DDISPLAYMODE d3ddm; DWORD received, token; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &device ); ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %#x\n", hr); if(!device) { skip("Failed to create a d3d device\n"); goto cleanup; } IDirect3DDevice8_BeginStateBlock(device); IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); IDirect3DDevice8_EndStateBlock(device, &token); ok(token, "Received zero stateblock handle.\n"); IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); ok(!received, "Expected = FALSE, received TRUE.\n"); hr = IDirect3DDevice8_ApplyStateBlock(device, 0); ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); ok(!received, "Expected FALSE, received TRUE.\n"); hr = IDirect3DDevice8_ApplyStateBlock(device, token); ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); ok(received, "Expected TRUE, received FALSE.\n"); IDirect3DDevice8_DeleteStateBlock(device, token); IDirect3DDevice8_Release(device); cleanup: if (d3d8) IDirect3D8_Release(d3d8); DestroyWindow(hwnd); } static void test_depth_stencil_size(void) { IDirect3DDevice8 *device; IDirect3DSurface8 *ds, *rt, *ds_bigger, *ds_bigger2; IDirect3DSurface8 *surf; IDirect3D8 *d3d8; HRESULT hr; HWND hwnd; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d8 || !hwnd) goto cleanup; device = create_device(d3d8, hwnd, hwnd, TRUE); if (!device) goto cleanup; hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds); ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger); ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger2); ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds_bigger); ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); /* try to set the small ds without changing the render target at the same time */ hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds_bigger2); ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surf); ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderTarget failed, hr %#x.\n", hr); ok(surf == rt, "The render target is %p, expected %p\n", surf, rt); IDirect3DSurface8_Release(surf); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf); ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr %#x.\n", hr); ok(surf == ds_bigger2, "The depth stencil is %p, expected %p\n", surf, ds_bigger2); IDirect3DSurface8_Release(surf); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf); ok(FAILED(hr), "IDirect3DDevice8_GetDepthStencilSurface should have failed, hr %#x.\n", hr); ok(surf == NULL, "The depth stencil is %p, expected NULL\n", surf); if (surf) IDirect3DSurface8_Release(surf); IDirect3DSurface8_Release(rt); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(ds_bigger); IDirect3DSurface8_Release(ds_bigger2); cleanup: if (d3d8) IDirect3D8_Release(d3d8); DestroyWindow(hwnd); } static void test_window_style(void) { RECT focus_rect, fullscreen_rect, r; LONG device_style, device_exstyle; LONG focus_style, focus_exstyle; LONG style, expected_style; IDirect3DDevice8 *device; IDirect3D8 *d3d8; HRESULT hr; ULONG ref; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } focus_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0); device_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0); device_style = GetWindowLongA(device_window, GWL_STYLE); device_exstyle = GetWindowLongA(device_window, GWL_EXSTYLE); focus_style = GetWindowLongA(focus_window, GWL_STYLE); focus_exstyle = GetWindowLongA(focus_window, GWL_EXSTYLE); SetRect(&fullscreen_rect, 0, 0, screen_width, screen_height); GetWindowRect(focus_window, &focus_rect); device = create_device(d3d8, device_window, focus_window, FALSE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_VISIBLE; todo_wine ok(style == expected_style, "Expected device window style %#x, got %#x.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; todo_wine ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n", expected_style, style); style = GetWindowLongA(focus_window, GWL_STYLE); ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", focus_exstyle, style); GetWindowRect(device_window, &r); ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom, r.left, r.top, r.right, r.bottom); GetClientRect(device_window, &r); todo_wine ok(!EqualRect(&r, &fullscreen_rect), "Client rect and window rect are equal.\n"); GetWindowRect(focus_window, &r); ok(EqualRect(&r, &focus_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", focus_rect.left, focus_rect.top, focus_rect.right, focus_rect.bottom, r.left, r.top, r.right, r.bottom); hr = reset_device(device, device_window, TRUE); ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_VISIBLE; ok(style == expected_style, "Expected device window style %#x, got %#x.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n", expected_style, style); style = GetWindowLongA(focus_window, GWL_STYLE); ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", focus_exstyle, style); ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); done: IDirect3D8_Release(d3d8); DestroyWindow(device_window); DestroyWindow(focus_window); } static void test_wrong_shader(void) { HRESULT hr; HWND hwnd = NULL; IDirect3D8 *d3d = NULL; IDirect3DDevice8 *device = NULL; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; DWORD vs, ps; static const DWORD vs_2_0[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* end */ }; static const DWORD ps_2_0[] = { 0xffff0200, /* ps_2_0 */ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_END() }; d3d = pDirect3DCreate8(D3D_SDK_VERSION); ok(d3d != NULL, "Failed to create IDirect3D8 object\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "Failed to create window\n"); if (!d3d || !hwnd) goto cleanup; IDirect3D8_GetAdapterDisplayMode(d3d, D3DADAPTER_DEFAULT, &d3ddm); ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = 800; d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &device); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D8_CreateDevice failed with %#08x\n", hr); if (!device) { skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr); goto cleanup; } hr = IDirect3DDevice8_CreateVertexShader(device, decl, simple_ps, &vs, 0); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, simple_vs, &ps); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_2_0, &vs, 0); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_2_0, &ps); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); cleanup: if (device) { UINT refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } if (d3d) IDirect3D8_Release(d3d); DestroyWindow(hwnd); } static void test_mode_change(void) { RECT fullscreen_rect, focus_rect, r; IDirect3DSurface8 *backbuffer; IDirect3DDevice8 *device; D3DSURFACE_DESC desc; IDirect3D8 *d3d8; DEVMODEW devmode; UINT refcount; HRESULT hr; DWORD ret; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping mode change tests.\n"); return; } focus_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0); device_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0); SetRect(&fullscreen_rect, 0, 0, screen_width, screen_height); GetWindowRect(focus_window, &focus_rect); device = create_device(d3d8, device_window, focus_window, FALSE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; devmode.dmPelsWidth = 640; devmode.dmPelsHeight = 480; ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret); memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == 640, "Got unexpect width %u.\n", devmode.dmPelsWidth); ok(devmode.dmPelsHeight == 480, "Got unexpect height %u.\n", devmode.dmPelsHeight); GetWindowRect(device_window, &r); ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom, r.left, r.top, r.right, r.bottom); GetWindowRect(focus_window, &r); ok(EqualRect(&r, &focus_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", focus_rect.left, focus_rect.top, focus_rect.right, focus_rect.bottom, r.left, r.top, r.right, r.bottom); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); hr = IDirect3DSurface8_GetDesc(backbuffer, &desc); ok(SUCCEEDED(hr), "Failed to get backbuffer desc, hr %#x.\n", hr); ok(desc.Width == screen_width, "Got unexpected backbuffer width %u.\n", desc.Width); ok(desc.Height == screen_height, "Got unexpected backbuffer height %u.\n", desc.Height); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == screen_width, "Got unexpect width %u.\n", devmode.dmPelsWidth); ok(devmode.dmPelsHeight == screen_height, "Got unexpect height %u.\n", devmode.dmPelsHeight); done: DestroyWindow(device_window); DestroyWindow(focus_window); if (d3d8) IDirect3D8_Release(d3d8); memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == screen_width, "Got unexpect width %u.\n", devmode.dmPelsWidth); ok(devmode.dmPelsHeight == screen_height, "Got unexpect height %u.\n", devmode.dmPelsHeight); } static void test_device_window_reset(void) { RECT fullscreen_rect, device_rect, r; IDirect3DDevice8 *device; WNDCLASSA wc = {0}; IDirect3D8 *d3d8; LONG_PTR proc; HRESULT hr; ULONG ref; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } wc.lpfnWndProc = test_proc; wc.lpszClassName = "d3d8_test_wndproc_wc"; ok(RegisterClassA(&wc), "Failed to register window class.\n"); focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0); device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0); SetRect(&fullscreen_rect, 0, 0, screen_width, screen_height); GetWindowRect(device_window, &device_rect); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); device = create_device(d3d8, NULL, focus_window, FALSE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } GetWindowRect(focus_window, &r); ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom, r.left, r.top, r.right, r.bottom); GetWindowRect(device_window, &r); ok(EqualRect(&r, &device_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", device_rect.left, device_rect.top, device_rect.right, device_rect.bottom, r.left, r.top, r.right, r.bottom); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc != (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); hr = reset_device(device, device_window, FALSE); ok(SUCCEEDED(hr), "Failed to reset device.\n"); GetWindowRect(focus_window, &r); ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom, r.left, r.top, r.right, r.bottom); GetWindowRect(device_window, &r); ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n", fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom, r.left, r.top, r.right, r.bottom); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); ok(proc != (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", (LONG_PTR)test_proc, proc); ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); done: IDirect3D8_Release(d3d8); DestroyWindow(device_window); DestroyWindow(focus_window); UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL)); } static void depth_blit_test(void) { HWND hwnd = NULL; IDirect3D8 *d3d8 = NULL; IDirect3DDevice8 *device = NULL; IDirect3DSurface8 *backbuffer, *ds1, *ds2, *ds3; RECT src_rect; const POINT dst_point = {0, 0}; HRESULT hr; d3d8 = pDirect3DCreate8(D3D_SDK_VERSION); ok(d3d8 != NULL, "Direct3DCreate8 failed.\n"); hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL); ok(hwnd != NULL, "CreateWindow failed.\n"); if (!d3d8 || !hwnd) goto done; device = create_device(d3d8, hwnd, hwnd, TRUE); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds1); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds2); ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds3); ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); /* Partial blit. */ SetRect(&src_rect, 0, 0, 320, 240); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Flipped. */ SetRect(&src_rect, 0, 480, 640, 0); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Full, explicit. */ SetRect(&src_rect, 0, 0, 640, 480); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Depth -> color blit.*/ hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, backbuffer, &dst_point); ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Full, NULL rects, current depth stencil -> unbound depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds1, NULL, 0, ds2, NULL); ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Full, NULL rects, unbound depth stencil -> current depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds1, NULL); ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Full, NULL rects, unbound depth stencil -> unbound depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds3, NULL); ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(ds3); IDirect3DSurface8_Release(ds2); IDirect3DSurface8_Release(ds1); done: if (device) IDirect3DDevice8_Release(device); if (d3d8) IDirect3D8_Release(d3d8); if (hwnd) DestroyWindow(hwnd); } static void test_reset_resources(void) { IDirect3DSurface8 *surface, *rt; IDirect3DTexture8 *texture; IDirect3DDevice8 *device; IDirect3D8 *d3d8; HWND window; HRESULT hr; ULONG ref; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); DestroyWindow(window); return; } if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &surface); ok(SUCCEEDED(hr), "Failed to create depth/stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &rt); ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_SetRenderTarget(device, rt, surface); ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#x.\n", hr); IDirect3DSurface8_Release(rt); IDirect3DSurface8_Release(surface); hr = reset_device(device, device_window, TRUE); ok(SUCCEEDED(hr), "Failed to reset device.\n"); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); ok(surface == rt, "Got unexpected surface %p for render target.\n", surface); IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(rt); ref = IDirect3DDevice8_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); done: IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_set_rt_vp_scissor(void) { IDirect3DDevice8 *device; IDirect3DSurface8 *rt; IDirect3D8 *d3d8; DWORD stateblock; D3DVIEWPORT8 vp; UINT refcount; HWND window; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice8_GetViewport(device, &vp); ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); ok(vp.Width == screen_width, "Got unexpected vp.Width %u.\n", vp.Width); ok(vp.Height == screen_height, "Got unexpected vp.Height %u.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ); hr = IDirect3DDevice8_BeginStateBlock(device); ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr); hr = IDirect3DDevice8_DeleteStateBlock(device, stateblock); ok(SUCCEEDED(hr), "Failed to delete stateblock, hr %#x.\n", hr); hr = IDirect3DDevice8_GetViewport(device, &vp); ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width); ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); vp.X = 10; vp.Y = 20; vp.Width = 30; vp.Height = 40; vp.MinZ = 0.25f; vp.MaxZ = 0.75f; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "Failed to set viewport, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_GetViewport(device, &vp); ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width); ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_validate_vs(void) { static DWORD vs[] = { 0xfffe0101, /* vs_1_1 */ 0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */ 0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */ 0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */ 0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */ 0x0000ffff, /* end */ }; HRESULT hr; hr = ValidateVertexShader(0, 0, 0, 0, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); hr = ValidateVertexShader(0, 0, 0, 1, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); hr = ValidateVertexShader(vs, 0, 0, 0, 0); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ValidateVertexShader(vs, 0, 0, 1, 0); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); /* Seems to do some version checking. */ *vs = 0xfffe0100; /* vs_1_0 */ hr = ValidateVertexShader(vs, 0, 0, 0, 0); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); *vs = 0xfffe0102; /* bogus version */ hr = ValidateVertexShader(vs, 0, 0, 1, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); /* I've seen that applications always pass the 2nd and 3rd parameter as 0. * Simple test with non-zero parameters. */ *vs = 0xfffe0101; /* vs_1_1 */ hr = ValidateVertexShader(vs, vs, 0, 1, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); hr = ValidateVertexShader(vs, 0, vs, 1, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); /* I've seen the 4th parameter always passed as either 0 or 1, but passing * other values doesn't seem to hurt. */ hr = ValidateVertexShader(vs, 0, 0, 12345, 0); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); /* What is the 5th parameter? The following seems to work ok. */ hr = ValidateVertexShader(vs, 0, 0, 1, vs); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); } static void test_validate_ps(void) { static DWORD ps[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */ 0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */ 0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */ 0x0000ffff, /* end */ }; HRESULT hr; hr = ValidatePixelShader(0, 0, 0, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); hr = ValidatePixelShader(0, 0, 1, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); hr = ValidatePixelShader(ps, 0, 0, 0); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ValidatePixelShader(ps, 0, 1, 0); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); /* Seems to do some version checking. */ *ps = 0xffff0105; /* bogus version */ hr = ValidatePixelShader(ps, 0, 1, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); /* I've seen that applications always pass the 2nd parameter as 0. * Simple test with a non-zero parameter. */ *ps = 0xffff0101; /* ps_1_1 */ hr = ValidatePixelShader(ps, ps, 1, 0); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); /* I've seen th 3rd parameter always passed as either 0 or 1, but passing * other values doesn't seem to hurt. */ hr = ValidatePixelShader(ps, 0, 12345, 0); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); /* What is the 4th parameter? The following seems to work ok. */ hr = ValidatePixelShader(ps, 0, 1, ps); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); } static void test_volume_get_container(void) { IDirect3DVolumeTexture8 *texture = NULL; IDirect3DVolume8 *volume = NULL; IDirect3DDevice8 *device; IUnknown *container; IDirect3D8 *d3d8; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("No volume texture support, skipping tests.\n"); IDirect3DDevice8_Release(device); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateVolumeTexture(device, 128, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); ok(!!texture, "Got unexpected texture %p.\n", texture); hr = IDirect3DVolumeTexture8_GetVolumeLevel(texture, 0, &volume); ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr); ok(!!volume, "Got unexpected volume %p.\n", volume); /* These should work... */ container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IUnknown, (void **)&container); ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DResource8, (void **)&container); ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DBaseTexture8, (void **)&container); ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolumeTexture8, (void **)&container); ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); /* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */ hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolume8, (void **)&container); ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr); ok(!container, "Got unexpected container %p.\n", container); IDirect3DVolume8_Release(volume); IDirect3DVolumeTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_vb_lock_flags(void) { static const struct { DWORD flags; const char *debug_string; HRESULT result; } test_data[] = { {D3DLOCK_READONLY, "D3DLOCK_READONLY", D3D_OK }, {D3DLOCK_DISCARD, "D3DLOCK_DISCARD", D3D_OK }, {D3DLOCK_NOOVERWRITE, "D3DLOCK_NOOVERWRITE", D3D_OK }, {D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD, "D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD", D3D_OK }, {D3DLOCK_NOOVERWRITE | D3DLOCK_READONLY, "D3DLOCK_NOOVERWRITE | D3DLOCK_READONLY", D3D_OK }, {D3DLOCK_READONLY | D3DLOCK_DISCARD, "D3DLOCK_READONLY | D3DLOCK_DISCARD", D3D_OK }, /* Completely bogus flags aren't an error. */ {0xdeadbeef, "0xdeadbeef", D3D_OK }, }; IDirect3DVertexBuffer8 *buffer; IDirect3DDevice8 *device; IDirect3D8 *d3d8; unsigned int i; ULONG refcount; HWND window; HRESULT hr; BYTE *data; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateVertexBuffer(device, 1024, D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &buffer); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); for (i = 0; i < (sizeof(test_data) / sizeof(*test_data)); ++i) { hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, test_data[i].flags); ok(hr == test_data[i].result, "Got unexpected hr %#x for %s.\n", hr, test_data[i].debug_string); if (SUCCEEDED(hr)) { ok(!!data, "Got unexpected data %p.\n", data); hr = IDirect3DVertexBuffer8_Unlock(buffer); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); } } IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } /* Test the default texture stage state values */ static void test_texture_stage_states(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d8; unsigned int i; ULONG refcount; D3DCAPS8 caps; DWORD value; HWND window; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); for (i = 0; i < caps.MaxTextureBlendStages; ++i) { hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLOROP, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == (i ? D3DTOP_DISABLE : D3DTOP_MODULATE), "Got unexpected value %#x for D3DTSS_COLOROP, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG1, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_COLORARG1, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG2, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG2, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAOP, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == (i ? D3DTOP_DISABLE : D3DTOP_SELECTARG1), "Got unexpected value %#x for D3DTSS_ALPHAOP, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG1, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_ALPHAARG1, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG2, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG2, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT00, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT00, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT01, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT01, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT10, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT10, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT11, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT11, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXCOORDINDEX, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == i, "Got unexpected value %#x for D3DTSS_TEXCOORDINDEX, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLSCALE, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLSCALE, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLOFFSET, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLOFFSET, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXTURETRANSFORMFLAGS, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTTFF_DISABLE, "Got unexpected value %#x for D3DTSS_TEXTURETRANSFORMFLAGS, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG0, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG0, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG0, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG0, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_RESULTARG, &value); ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_RESULTARG, stage %u.\n", value, i); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_cube_textures(void) { IDirect3DCubeTexture8 *texture; IDirect3DDevice8 *device; IDirect3D8 *d3d8; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) { hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); ok(hr == D3D_OK, "Failed to create D3DPOOL_DEFAULT cube texture, hr %#x.\n", hr); IDirect3DCubeTexture8_Release(texture); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture); ok(hr == D3D_OK, "Failed to create D3DPOOL_MANAGED cube texture, hr %#x.\n", hr); IDirect3DCubeTexture8_Release(texture); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); ok(hr == D3D_OK, "Failed to create D3DPOOL_SYSTEMMEM cube texture, hr %#x.\n", hr); IDirect3DCubeTexture8_Release(texture); } else { hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_DEFAULT cube texture.\n", hr); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_MANAGED cube texture.\n", hr); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_SYSTEMMEM cube texture.\n", hr); } hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SCRATCH, &texture); ok(hr == D3D_OK, "Failed to create D3DPOOL_SCRATCH cube texture, hr %#x.\n", hr); IDirect3DCubeTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } /* Test the behaviour of the IDirect3DDevice8::CreateImageSurface() method. * * The expected behaviour (as documented in the original DX8 docs) is that the * call returns a surface in the SYSTEMMEM pool. Games like Max Payne 1 and 2 * depend on this behaviour. * * A short remark in the DX9 docs however states that the pool of the returned * surface object is D3DPOOL_SCRATCH. This is misinformation and would result * in screenshots not appearing in the savegame loading menu of both games * mentioned above (engine tries to display a texture from the scratch pool). * * This test verifies that the behaviour described in the original d3d8 docs * is the correct one. For more information about this issue, see the MSDN: * d3d9 docs: "Converting to Direct3D 9" * d3d9 reference: "IDirect3DDevice9::CreateOffscreenPlainSurface" * d3d8 reference: "IDirect3DDevice8::CreateImageSurface" */ static void test_image_surface_pool(void) { IDirect3DSurface8 *surface; IDirect3DDevice8 *device; D3DSURFACE_DESC desc; IDirect3D8 *d3d8; ULONG refcount; HWND window; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); ok(desc.Pool == D3DPOOL_SYSTEMMEM, "Got unexpected pool %#x.\n", desc.Pool); IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_surface_get_container(void) { IDirect3DTexture8 *texture = NULL; IDirect3DSurface8 *surface = NULL; IDirect3DDevice8 *device; IUnknown *container; IDirect3D8 *d3d8; ULONG refcount; HWND window; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); ok(!!texture, "Got unexpected texture %p.\n", texture); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); ok(!!surface, "Got unexpected surface %p.\n", surface); /* These should work... */ container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IUnknown, (void **)&container); ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DResource8, (void **)&container); ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DBaseTexture8, (void **)&container); ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DTexture8, (void **)&container); ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); /* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */ hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DSurface8, (void **)&container); ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr); ok(!container, "Got unexpected container %p.\n", container); IDirect3DSurface8_Release(surface); IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_lockrect_invalid(void) { static const RECT valid[] = { {60, 60, 68, 68}, {120, 60, 128, 68}, {60, 120, 68, 128}, }; static const RECT invalid[] = { {60, 60, 60, 68}, /* 0 height */ {60, 60, 68, 60}, /* 0 width */ {68, 60, 60, 68}, /* left > right */ {60, 68, 68, 60}, /* top > bottom */ {-8, 60, 0, 68}, /* left < surface */ {60, -8, 68, 0}, /* top < surface */ {-16, 60, -8, 68}, /* right < surface */ {60, -16, 68, -8}, /* bottom < surface */ {60, 60, 136, 68}, /* right > surface */ {60, 60, 68, 136}, /* bottom > surface */ {136, 60, 144, 68}, /* left > surface */ {60, 136, 68, 144}, /* top > surface */ }; IDirect3DSurface8 *surface = NULL; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; IDirect3D8 *d3d8; unsigned int i; ULONG refcount; HWND window; BYTE *base; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); base = locked_rect.pBits; hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); for (i = 0; i < (sizeof(valid) / sizeof(*valid)); ++i) { unsigned int offset, expected_offset; const RECT *rect = &valid[i]; locked_rect.pBits = (BYTE *)0xdeadbeef; locked_rect.Pitch = 0xdeadbeef; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0); ok(SUCCEEDED(hr), "Failed to lock surface with rect [%d, %d]->[%d, %d], hr %#x.\n", rect->left, rect->top, rect->right, rect->bottom, hr); offset = (BYTE *)locked_rect.pBits - base; expected_offset = rect->top * locked_rect.Pitch + rect->left * 4; ok(offset == expected_offset, "Got unexpected offset %u (expected %u) for rect [%d, %d]->[%d, %d].\n", offset, expected_offset, rect->left, rect->top, rect->right, rect->bottom); hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); } for (i = 0; i < (sizeof(invalid) / sizeof(*invalid)); ++i) { const RECT *rect = &invalid[i]; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n", hr, rect->left, rect->top, rect->right, rect->bottom); } hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#x.\n", hr); locked_rect.pBits = (void *)0xdeadbeef; locked_rect.Pitch = 1; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); ok(!locked_rect.pBits, "Got unexpected pBits %p.\n", locked_rect.pBits); ok(!locked_rect.Pitch, "Got unexpected Pitch %u.\n", locked_rect.Pitch); hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0); ok(hr == D3D_OK, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n", hr, valid[0].left, valid[0].top, valid[0].right, valid[0].bottom); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n", hr, valid[0].left, valid[0].top, valid[0].right, valid[0].bottom); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[1], 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n", hr, valid[1].left, valid[1].top, valid[1].right, valid[1].bottom); hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_private_data(void) { ULONG refcount, expected_refcount; IDirect3DSurface8 *surface; IDirect3DDevice8 *device; IDirect3D8 *d3d8; IUnknown *ptr; HWND window; HRESULT hr; DWORD size; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateImageSurface(device, 4, 4, D3DFMT_A8R8G8B8, &surface); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &IID_IDirect3DSurface8 /* Abuse this tag */, device, 0, D3DSPD_IUNKNOWN); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &IID_IDirect3DSurface8 /* Abuse this tag */, device, 5, D3DSPD_IUNKNOWN); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &IID_IDirect3DSurface8 /* Abuse this tag */, device, sizeof(IUnknown *) * 2, D3DSPD_IUNKNOWN); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); hr = IDirect3DSurface8_SetPrivateData(surface, &IID_IDirect3DSurface8 /* Abuse this tag */, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); expected_refcount = refcount + 1; refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); hr = IDirect3DSurface8_FreePrivateData(surface, &IID_IDirect3DSurface8); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); expected_refcount = refcount - 1; refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); hr = IDirect3DSurface8_SetPrivateData(surface, &IID_IDirect3DSurface8, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &IID_IDirect3DSurface8, surface, sizeof(IUnknown *), D3DSPD_IUNKNOWN); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); hr = IDirect3DSurface8_SetPrivateData(surface, &IID_IDirect3DSurface8, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); size = sizeof(ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &IID_IDirect3DSurface8, &ptr, &size); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); expected_refcount = refcount + 2; refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ok(ptr == (IUnknown *)device, "Got unexpected ptr %p, expected %p.\n", ptr, device); IUnknown_Release(ptr); /* Destroying the surface frees the held reference. */ IDirect3DSurface8_Release(surface); expected_refcount = refcount - 3; refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_surface_dimensions(void) { IDirect3DSurface8 *surface; IDirect3DDevice8 *device; IDirect3D8 *d3d8; ULONG refcount; HWND window; HRESULT hr; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateImageSurface(device, 0, 1, D3DFMT_A8R8G8B8, &surface); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 1, 0, D3DFMT_A8R8G8B8, &surface); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_surface_format_null(void) { static const D3DFORMAT D3DFMT_NULL = MAKEFOURCC('N','U','L','L'); IDirect3DTexture8 *texture; IDirect3DSurface8 *surface; IDirect3DSurface8 *rt, *ds; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; D3DSURFACE_DESC desc; IDirect3D8 *d3d; ULONG refcount; HWND window; HRESULT hr; if (!(d3d = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create D3D object, skipping tests.\n"); return; } hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL); if (hr != D3D_OK) { skip("No D3DFMT_NULL support, skipping test.\n"); IDirect3D8_Release(d3d); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_NULL); ok(hr == D3D_OK, "D3DFMT_NULL should be supported for render target textures, hr %#x.\n", hr); hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DFMT_NULL, D3DFMT_D24S8); ok(SUCCEEDED(hr), "Depth stencil match failed for D3DFMT_NULL, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_NULL, D3DMULTISAMPLE_NONE, TRUE, &surface); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &rt); ok(SUCCEEDED(hr), "Failed to get original render target, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); IDirect3DSurface8_Release(rt); IDirect3DSurface8_Release(ds); hr = IDirect3DSurface8_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); ok(desc.Width == 128, "Expected width 128, got %u.\n", desc.Width); ok(desc.Height == 128, "Expected height 128, got %u.\n", desc.Height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); ok(locked_rect.Pitch, "Expected non-zero pitch, got %u.\n", locked_rect.Pitch); ok(!!locked_rect.pBits, "Expected non-NULL pBits, got %p.\n", locked_rect.pBits); hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 0, D3DUSAGE_RENDERTARGET, D3DFMT_NULL, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_surface_double_unlock(void) { static const D3DPOOL pools[] = { D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEM, }; IDirect3DSurface8 *surface; IDirect3DDevice8 *device; D3DLOCKED_RECT lr; IDirect3D8 *d3d; unsigned int i; ULONG refcount; HWND window; HRESULT hr; if (!(d3d = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create D3D object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } for (i = 0; i < (sizeof(pools) / sizeof(*pools)); ++i) { switch (pools[i]) { case D3DPOOL_DEFAULT: hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_X8R8G8B8); if (FAILED(hr)) { skip("D3DFMT_X8R8G8B8 render targets not supported, skipping double unlock DEFAULT pool test.\n"); continue; } hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &surface); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); break; case D3DPOOL_SYSTEMMEM: hr = IDirect3DDevice8_CreateImageSurface(device, 64, 64, D3DFMT_X8R8G8B8, &surface); ok(SUCCEEDED(hr), "Failed to create image surface, hr %#x.\n", hr); break; default: break; } hr = IDirect3DSurface8_UnlockRect(surface); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]); hr = IDirect3DSurface8_LockRect(surface, &lr, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock surface in pool %#x, hr %#x.\n", pools[i], hr); hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface in pool %#x, hr %#x.\n", pools[i], hr); hr = IDirect3DSurface8_UnlockRect(surface); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]); IDirect3DSurface8_Release(surface); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_surface_blocks(void) { static const struct { D3DFORMAT fmt; const char *name; unsigned int block_width; unsigned int block_height; BOOL broken; BOOL create_size_checked, core_fmt; } formats[] = { {D3DFMT_DXT1, "D3DFMT_DXT1", 4, 4, FALSE, TRUE, TRUE }, {D3DFMT_DXT2, "D3DFMT_DXT2", 4, 4, FALSE, TRUE, TRUE }, {D3DFMT_DXT3, "D3DFMT_DXT3", 4, 4, FALSE, TRUE, TRUE }, {D3DFMT_DXT4, "D3DFMT_DXT4", 4, 4, FALSE, TRUE, TRUE }, {D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, FALSE, TRUE, TRUE }, /* ATI2N has 2x2 blocks on all AMD cards and Geforce 7 cards, * which doesn't match the format spec. On newer Nvidia cards * it has the correct 4x4 block size */ {MAKEFOURCC('A','T','I','2'), "ATI2N", 4, 4, TRUE, FALSE, FALSE}, /* Windows drivers generally enforce block-aligned locks for * YUY2 and UYVY. The notable exception is the AMD r500 driver * in d3d8. The same driver checks the sizes in d3d9. */ {D3DFMT_YUY2, "D3DFMT_YUY2", 2, 1, TRUE, FALSE, TRUE }, {D3DFMT_UYVY, "D3DFMT_UYVY", 2, 1, TRUE, FALSE, TRUE }, }; static const struct { D3DPOOL pool; const char *name; /* Don't check the return value, Nvidia returns D3DERR_INVALIDCALL for some formats * and E_INVALIDARG/DDERR_INVALIDPARAMS for others. */ BOOL success; } pools[] = { {D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", FALSE}, {D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", TRUE}, {D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM",TRUE}, {D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE}, }; static struct { D3DRESOURCETYPE rtype; const char *type_name; D3DPOOL pool; const char *pool_name; BOOL need_driver_support, need_runtime_support; } create_tests[] = { /* D3d8 only supports sysmem surfaces, which are created via CreateImageSurface. Other tests confirm * that they are D3DPOOL_SYSTEMMEM surfaces, but their creation restriction behaves like the scratch * pool in d3d9. */ {D3DRTYPE_SURFACE, "D3DRTYPE_SURFACE", D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", FALSE, TRUE }, {D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", TRUE, FALSE }, {D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", TRUE, FALSE }, {D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE, FALSE }, {D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", FALSE, TRUE }, {D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", TRUE, FALSE }, {D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", TRUE, FALSE }, {D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE, FALSE }, {D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", FALSE, TRUE }, }; IDirect3DTexture8 *texture; IDirect3DCubeTexture8 *cube_texture; IDirect3DSurface8 *surface; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; unsigned int i, j, w, h; IDirect3D8 *d3d; ULONG refcount; HWND window; HRESULT hr; RECT rect; BOOL tex_pow2, cube_pow2; D3DCAPS8 caps; if (!(d3d = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create D3D object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); tex_pow2 = caps.TextureCaps & D3DPTEXTURECAPS_POW2; if (tex_pow2) tex_pow2 = !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); cube_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2); for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i) { BOOL tex_support, cube_support, surface_support, format_known; hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].fmt); tex_support = SUCCEEDED(hr); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_CUBETEXTURE, formats[i].fmt); cube_support = SUCCEEDED(hr); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, formats[i].fmt); surface_support = SUCCEEDED(hr); /* Scratch pool in general allows texture creation even if the driver does * not support the format. If the format is an extension format that is not * known to the runtime, like ATI2N, some driver support is required for * this to work. * * It is also possible that Windows Vista and Windows 7 d3d8 runtimes know * about ATI2N. I cannot check this because all my Vista+ machines support * ATI2N in hardware, but none of my WinXP machines do. */ format_known = tex_support || cube_support || surface_support; for (w = 1; w <= 8; w++) { for (h = 1; h <= 8; h++) { BOOL block_aligned = TRUE; BOOL size_is_pow2; if (w & (formats[i].block_width - 1) || h & (formats[i].block_height - 1)) block_aligned = FALSE; size_is_pow2 = !(w & (w - 1) || h & (h - 1)); for (j = 0; j < sizeof(create_tests) / sizeof(*create_tests); j++) { BOOL support, pow2; HRESULT expect_hr; BOOL may_succeed = FALSE; IUnknown **check_null; if (!formats[i].core_fmt) { /* AMD warns against creating ATI2N textures smaller than * the block size because the runtime cannot calculate the * correct texture size. Generalize this for all extension * formats. */ if (w < formats[i].block_width || h < formats[i].block_height) continue; } texture = (IDirect3DTexture8 *)0xdeadbeef; cube_texture = (IDirect3DCubeTexture8 *)0xdeadbeef; surface = (IDirect3DSurface8 *)0xdeadbeef; switch (create_tests[j].rtype) { case D3DRTYPE_TEXTURE: check_null = (IUnknown **)&texture; hr = IDirect3DDevice8_CreateTexture(device, w, h, 1, 0, formats[i].fmt, create_tests[j].pool, &texture); support = tex_support; pow2 = tex_pow2; break; case D3DRTYPE_CUBETEXTURE: if (w != h) continue; check_null = (IUnknown **)&cube_texture; hr = IDirect3DDevice8_CreateCubeTexture(device, w, 1, 0, formats[i].fmt, create_tests[j].pool, &cube_texture); support = cube_support; pow2 = cube_pow2; break; case D3DRTYPE_SURFACE: check_null = (IUnknown **)&surface; hr = IDirect3DDevice8_CreateImageSurface(device, w, h, formats[i].fmt, &surface); support = surface_support; pow2 = FALSE; break; default: pow2 = FALSE; support = FALSE; check_null = NULL; break; } if (create_tests[j].need_driver_support && !support) expect_hr = D3DERR_INVALIDCALL; else if (create_tests[j].need_runtime_support && !formats[i].core_fmt && !format_known) expect_hr = D3DERR_INVALIDCALL; else if (formats[i].create_size_checked && !block_aligned) expect_hr = D3DERR_INVALIDCALL; else if (pow2 && !size_is_pow2 && create_tests[j].need_driver_support) expect_hr = D3DERR_INVALIDCALL; else expect_hr = D3D_OK; if (!formats[i].core_fmt && !format_known && FAILED(expect_hr)) may_succeed = TRUE; /* Wine knows about ATI2N and happily creates a scratch resource even if GL * does not support it. Accept scratch creation of extension formats on * Windows as well if it occurs. We don't really care if e.g. a Windows 7 * on an r200 GPU creates scratch ATI2N texture even though the card doesn't * support it. */ ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)), "Got unexpected hr %#x for format %s, pool %s, type %s, size %ux%u.\n", hr, formats[i].name, create_tests[j].pool_name, create_tests[j].type_name, w, h); if (FAILED(hr)) ok(*check_null == NULL, "Got object ptr %p, expected NULL.\n", *check_null); else IUnknown_Release(*check_null); } } } hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DYNAMIC, D3DRTYPE_TEXTURE, formats[i].fmt); if (FAILED(hr)) { skip("Format %s not supported, skipping lockrect offset tests.\n", formats[i].name); continue; } for (j = 0; j < (sizeof(pools) / sizeof(*pools)); ++j) { hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, pools[j].pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0, formats[i].fmt, pools[j].pool, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); if (formats[i].block_width > 1) { SetRect(&rect, formats[i].block_width >> 1, 0, formats[i].block_width, formats[i].block_height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0); ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken), "Partial block lock %s, expected %s, format %s, pool %s.\n", SUCCEEDED(hr) ? "succeeded" : "failed", pools[j].success ? "success" : "failure", formats[i].name, pools[j].name); if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); } SetRect(&rect, 0, 0, formats[i].block_width >> 1, formats[i].block_height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0); ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken), "Partial block lock %s, expected %s, format %s, pool %s.\n", SUCCEEDED(hr) ? "succeeded" : "failed", pools[j].success ? "success" : "failure", formats[i].name, pools[j].name); if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); } } if (formats[i].block_height > 1) { SetRect(&rect, 0, formats[i].block_height >> 1, formats[i].block_width, formats[i].block_height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0); ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken), "Partial block lock %s, expected %s, format %s, pool %s.\n", SUCCEEDED(hr) ? "succeeded" : "failed", pools[j].success ? "success" : "failure", formats[i].name, pools[j].name); if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); } SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height >> 1); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0); ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken), "Partial block lock %s, expected %s, format %s, pool %s.\n", SUCCEEDED(hr) ? "succeeded" : "failed", pools[j].success ? "success" : "failure", formats[i].name, pools[j].name); if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); } } SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0); ok(hr == D3D_OK, "Got unexpected hr %#x for format %s, pool %s.\n", hr, formats[i].name, pools[j].name); hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); IDirect3DSurface8_Release(surface); } if (formats[i].block_width == 1 && formats[i].block_height == 1) continue; if (!formats[i].core_fmt) continue; hr = IDirect3DDevice8_CreateTexture(device, formats[i].block_width, formats[i].block_height, 2, D3DUSAGE_DYNAMIC, formats[i].fmt, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, format %s.\n", hr, formats[i].name); hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); hr = IDirect3DTexture8_UnlockRect(texture, 1); ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); rect.left = 0; rect.top = 0; rect.right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1; rect.bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1; hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0); ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); hr = IDirect3DTexture8_UnlockRect(texture, 1); ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); rect.right = formats[i].block_width; rect.bottom = formats[i].block_height; hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); if (SUCCEEDED(hr)) IDirect3DTexture8_UnlockRect(texture, 1); IDirect3DTexture8_Release(texture); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_set_palette(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d8; UINT refcount; HWND window; HRESULT hr; PALETTEENTRY pal[256]; unsigned int i; D3DCAPS8 caps; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } for (i = 0; i < sizeof(pal) / sizeof(*pal); i++) { pal[i].peRed = i; pal[i].peGreen = i; pal[i].peBlue = i; pal[i].peFlags = 0xff; } hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); for (i = 0; i < sizeof(pal) / sizeof(*pal); i++) { pal[i].peRed = i; pal[i].peGreen = i; pal[i].peBlue = i; pal[i].peFlags = i; } if (caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) { hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr); } else { hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); ok(hr == D3DERR_INVALIDCALL, "SetPaletteEntries returned %#x, expected D3DERR_INVALIDCALL.\n", hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_swvp_buffer(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d8; UINT refcount; HWND window; HRESULT hr; unsigned int i; IDirect3DVertexBuffer8 *buffer; static const unsigned int bufsize = 1024; D3DVERTEXBUFFER_DESC desc; D3DPRESENT_PARAMETERS present_parameters = {0}; struct { float x, y, z; } *ptr, *ptr2; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create d3d8 object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = screen_width; present_parameters.BackBufferHeight = screen_height; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = FALSE; if (FAILED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateVertexBuffer(device, bufsize * sizeof(*ptr), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_GetDesc(buffer, &desc); ok(SUCCEEDED(hr), "Failed to get desc, hr %#x.\n", hr); ok(desc.Pool == D3DPOOL_DEFAULT, "Got pool %u, expected D3DPOOL_DEFAULT\n", desc.Pool); ok(desc.Usage == (D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY), "Got usage %u, expected D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY\n", desc.Usage); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, bufsize * sizeof(*ptr), (BYTE **)&ptr, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr); for (i = 0; i < bufsize; i++) { ptr[i].x = i * 1.0f; ptr[i].y = i * 2.0f; ptr[i].z = i * 3.0f; } hr = IDirect3DVertexBuffer8_Unlock(buffer); ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*ptr)); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, bufsize * sizeof(*ptr2), (BYTE **)&ptr2, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr); ok(ptr == ptr2, "Lock returned two different pointers: %p, %p\n", ptr, ptr2); for (i = 0; i < bufsize; i++) { if (ptr2[i].x != i * 1.0f || ptr2[i].y != i * 2.0f || ptr2[i].z != i * 3.0f) { ok(FALSE, "Vertex %u is %f,%f,%f, expected %f,%f,%f\n", i, ptr2[i].x, ptr2[i].y, ptr2[i].z, i * 1.0f, i * 2.0f, i * 3.0f); break; } } hr = IDirect3DVertexBuffer8_Unlock(buffer); ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr); IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_npot_textures(void) { IDirect3DDevice8 *device = NULL; IDirect3D8 *d3d8; ULONG refcount; HWND window = NULL; HRESULT hr; D3DCAPS8 caps; IDirect3DTexture8 *texture; IDirect3DCubeTexture8 *cube_texture; IDirect3DVolumeTexture8 *volume_texture; struct { D3DPOOL pool; const char *pool_name; HRESULT hr; } pools[] = { { D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", D3DERR_INVALIDCALL }, { D3DPOOL_MANAGED, "D3DPOOL_MANAGED", D3DERR_INVALIDCALL }, { D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", D3DERR_INVALIDCALL }, { D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", D3D_OK }, }; unsigned int i, levels; BOOL tex_pow2, cube_pow2, vol_pow2; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); tex_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_POW2); cube_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2); vol_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2); ok(cube_pow2 == tex_pow2, "Cube texture and 2d texture pow2 restrictions mismatch.\n"); ok(vol_pow2 == tex_pow2, "Volume texture and 2d texture pow2 restrictions mismatch.\n"); for (i = 0; i < sizeof(pools) / sizeof(*pools); i++) { for (levels = 0; levels <= 2; levels++) { HRESULT expected; hr = IDirect3DDevice8_CreateTexture(device, 10, 10, levels, 0, D3DFMT_X8R8G8B8, pools[i].pool, &texture); if (!tex_pow2) { expected = D3D_OK; } else if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) { if (levels == 1) expected = D3D_OK; else expected = pools[i].hr; } else { expected = pools[i].hr; } ok(hr == expected, "CreateTexture(w=h=10, %s, levels=%u) returned hr %#x, expected %#x.\n", pools[i].pool_name, levels, hr, expected); if (SUCCEEDED(hr)) IDirect3DTexture8_Release(texture); } hr = IDirect3DDevice8_CreateCubeTexture(device, 3, 1, 0, D3DFMT_X8R8G8B8, pools[i].pool, &cube_texture); if (tex_pow2) { ok(hr == pools[i].hr, "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n", pools[i].pool_name, hr, pools[i].hr); } else { ok(SUCCEEDED(hr), "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n", pools[i].pool_name, hr, D3D_OK); } if (SUCCEEDED(hr)) IDirect3DCubeTexture8_Release(cube_texture); hr = IDirect3DDevice8_CreateVolumeTexture(device, 2, 2, 3, 1, 0, D3DFMT_X8R8G8B8, pools[i].pool, &volume_texture); if (tex_pow2) { ok(hr == pools[i].hr, "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n", pools[i].pool_name, hr, pools[i].hr); } else { ok(SUCCEEDED(hr), "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n", pools[i].pool_name, hr, D3D_OK); } if (SUCCEEDED(hr)) IDirect3DVolumeTexture8_Release(volume_texture); } done: if (device) { refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_volume_locking(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d8; HWND window; HRESULT hr; IDirect3DVolumeTexture8 *texture; unsigned int i; D3DLOCKED_BOX locked_box; ULONG refcount; D3DCAPS8 caps; static const struct { D3DPOOL pool; DWORD usage; HRESULT create_hr, lock_hr; } tests[] = { { D3DPOOL_DEFAULT, 0, D3D_OK, D3DERR_INVALIDCALL }, { D3DPOOL_DEFAULT, D3DUSAGE_DYNAMIC, D3D_OK, D3D_OK }, { D3DPOOL_SYSTEMMEM, 0, D3D_OK, D3D_OK }, { D3DPOOL_SYSTEMMEM, D3DUSAGE_DYNAMIC, D3D_OK, D3D_OK }, { D3DPOOL_MANAGED, 0, D3D_OK, D3D_OK }, { D3DPOOL_MANAGED, D3DUSAGE_DYNAMIC, D3DERR_INVALIDCALL, D3D_OK }, { D3DPOOL_SCRATCH, 0, D3D_OK, D3D_OK }, { D3DPOOL_SCRATCH, D3DUSAGE_DYNAMIC, D3DERR_INVALIDCALL, D3D_OK }, }; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("Volume textures not supported, skipping test.\n"); goto out; } for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 4, 1, tests[i].usage, D3DFMT_A8R8G8B8, tests[i].pool, &texture); ok(hr == tests[i].create_hr, "Creating volume texture pool=%u, usage=%#x returned %#x, expected %#x.\n", tests[i].pool, tests[i].usage, hr, tests[i].create_hr); if (FAILED(hr)) continue; locked_box.pBits = (void *)0xdeadbeef; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); ok(hr == tests[i].lock_hr, "Lock returned %#x, expected %#x.\n", hr, tests[i].lock_hr); if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } else { ok (locked_box.pBits == NULL, "Failed lock set pBits = %p, expected NULL.\n", locked_box.pBits); } IDirect3DVolumeTexture8_Release(texture); } out: refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_update_volumetexture(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d8; HWND window; HRESULT hr; IDirect3DVolumeTexture8 *src, *dst; unsigned int i; D3DLOCKED_BOX locked_box; ULONG refcount; D3DCAPS8 caps; static const struct { D3DPOOL src_pool, dst_pool; HRESULT hr; } tests[] = { { D3DPOOL_DEFAULT, D3DPOOL_DEFAULT, D3DERR_INVALIDCALL }, { D3DPOOL_MANAGED, D3DPOOL_DEFAULT, D3DERR_INVALIDCALL }, { D3DPOOL_SYSTEMMEM, D3DPOOL_DEFAULT, D3D_OK }, { D3DPOOL_SCRATCH, D3DPOOL_DEFAULT, D3DERR_INVALIDCALL }, { D3DPOOL_DEFAULT, D3DPOOL_MANAGED, D3DERR_INVALIDCALL }, { D3DPOOL_MANAGED, D3DPOOL_MANAGED, D3DERR_INVALIDCALL }, { D3DPOOL_SYSTEMMEM, D3DPOOL_MANAGED, D3DERR_INVALIDCALL }, { D3DPOOL_SCRATCH, D3DPOOL_MANAGED, D3DERR_INVALIDCALL }, { D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL }, { D3DPOOL_MANAGED, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL }, { D3DPOOL_SYSTEMMEM, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL }, { D3DPOOL_SCRATCH, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL }, { D3DPOOL_DEFAULT, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL }, { D3DPOOL_MANAGED, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL }, { D3DPOOL_SYSTEMMEM, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL }, { D3DPOOL_SCRATCH, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL }, }; static const struct { UINT src_size, dst_size; UINT src_lvl, dst_lvl; D3DFORMAT src_fmt, dst_fmt; } tests2[] = { { 8, 8, 0, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, { 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, { 8, 8, 2, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, { 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, { 8, 8, 4, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, { 8, 8, 1, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, /* Different level count */ { 4, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, /* Different size */ { 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8 }, /* Different format */ }; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("Volume textures not supported, skipping test.\n"); goto out; } for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { DWORD src_usage = tests[i].src_pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0; DWORD dst_usage = tests[i].dst_pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0; hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, src_usage, D3DFMT_A8R8G8B8, tests[i].src_pool, &src); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, dst_usage, D3DFMT_A8R8G8B8, tests[i].dst_pool, &dst); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(src, 0, &locked_box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); *((DWORD *)locked_box.pBits) = 0x11223344; hr = IDirect3DVolumeTexture8_UnlockBox(src, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst); ok(hr == tests[i].hr, "UpdateTexture returned %#x, expected %#x, src pool %x, dst pool %u.\n", hr, tests[i].hr, tests[i].src_pool, tests[i].dst_pool); if (SUCCEEDED(hr)) { DWORD content = *((DWORD *)locked_box.pBits); hr = IDirect3DVolumeTexture8_LockBox(dst, 0, &locked_box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); ok(content == 0x11223344, "Dest texture contained %#x, expected 0x11223344.\n", content); hr = IDirect3DVolumeTexture8_UnlockBox(dst, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } IDirect3DVolumeTexture8_Release(src); IDirect3DVolumeTexture8_Release(dst); } if (!(caps.TextureCaps & D3DPTEXTURECAPS_MIPVOLUMEMAP)) { skip("Mipmapped volume maps not supported.\n"); goto out; } for (i = 0; i < sizeof(tests2) / sizeof(*tests2); i++) { hr = IDirect3DDevice8_CreateVolumeTexture(device, tests2[i].src_size, tests2[i].src_size, tests2[i].src_size, tests2[i].src_lvl, 0, tests2[i].src_fmt, D3DPOOL_SYSTEMMEM, &src); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i); hr = IDirect3DDevice8_CreateVolumeTexture(device, tests2[i].dst_size, tests2[i].dst_size, tests2[i].dst_size, tests2[i].dst_lvl, 0, tests2[i].dst_fmt, D3DPOOL_DEFAULT, &dst); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst); if (FAILED(hr)) todo_wine ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u.\n", hr, i); else ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u.\n", hr, i); IDirect3DVolumeTexture8_Release(src); IDirect3DVolumeTexture8_Release(dst); } /* As far as I can see, UpdateTexture on non-matching texture behaves like a memcpy. The raw data * stays the same in a format change, a 2x2x1 texture is copied into the first row of a 4x4x1 texture, * etc. I could not get it to segfault, but the nonexistent 5th pixel of a 2x2x1 texture is copied into * pixel 1x2x1 of a 4x4x1 texture, demonstrating a read beyond the texture's end. I suspect any bad * memory access is silently ignored by the runtime, in the kernel or on the GPU. * * I'm not adding tests for this behavior until an application needs it. */ out: refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_create_rt_ds_fail(void) { IDirect3DDevice8 *device; HWND window; HRESULT hr; ULONG refcount; IDirect3D8 *d3d8; IDirect3DSurface8 *surface; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } /* Output pointer == NULL segfaults on Windows. */ surface = (IDirect3DSurface8 *)0xdeadbeef; hr = IDirect3DDevice8_CreateRenderTarget(device, 4, 4, D3DFMT_D16, D3DMULTISAMPLE_NONE, FALSE, &surface); ok(hr == D3DERR_INVALIDCALL, "Creating a D16 render target returned hr %#x.\n", hr); ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(surface); surface = (IDirect3DSurface8 *)0xdeadbeef; hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 4, 4, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, &surface); ok(hr == D3DERR_INVALIDCALL, "Creating a A8R8G8B8 depth stencil returned hr %#x.\n", hr); ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_volume_blocks(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d8; UINT refcount; HWND window; HRESULT hr; D3DCAPS8 caps; IDirect3DVolumeTexture8 *texture; unsigned int w, h, d, i, j; static const struct { D3DFORMAT fmt; const char *name; unsigned int block_width; unsigned int block_height; unsigned int block_depth; unsigned int block_size; BOOL broken; BOOL create_size_checked, core_fmt; } formats[] = { /* Scratch volumes enforce DXTn block locks, unlike their surface counterparts. * ATI2N and YUV blocks are not enforced on any tested card (r200, gtx 460). */ {D3DFMT_DXT1, "D3DFMT_DXT1", 4, 4, 1, 8, FALSE, TRUE, TRUE }, {D3DFMT_DXT2, "D3DFMT_DXT2", 4, 4, 1, 16, FALSE, TRUE, TRUE }, {D3DFMT_DXT3, "D3DFMT_DXT3", 4, 4, 1, 16, FALSE, TRUE, TRUE }, {D3DFMT_DXT4, "D3DFMT_DXT4", 4, 4, 1, 16, FALSE, TRUE, TRUE }, {D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, 1, 16, FALSE, TRUE, TRUE }, {D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, 1, 16, FALSE, TRUE, TRUE }, /* ATI2N has 2x2 blocks on all AMD cards and Geforce 7 cards, * which doesn't match the format spec. On newer Nvidia cards * it has the correct 4x4 block size */ {MAKEFOURCC('A','T','I','2'), "ATI2N", 4, 4, 1, 16, TRUE, FALSE, FALSE}, {D3DFMT_YUY2, "D3DFMT_YUY2", 2, 1, 1, 4, TRUE, FALSE, TRUE }, {D3DFMT_UYVY, "D3DFMT_UYVY", 2, 1, 1, 4, TRUE, FALSE, TRUE }, }; static const struct { D3DPOOL pool; const char *name; BOOL need_driver_support, need_runtime_support; } create_tests[] = { {D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", TRUE, FALSE}, {D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", FALSE, TRUE }, {D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM",TRUE, FALSE}, {D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE, FALSE}, }; static const struct { unsigned int x, y, z, x2, y2, z2; } offset_tests[] = { {0, 0, 0, 8, 8, 8}, {0, 0, 3, 8, 8, 8}, {0, 4, 0, 8, 8, 8}, {0, 4, 3, 8, 8, 8}, {4, 0, 0, 8, 8, 8}, {4, 0, 3, 8, 8, 8}, {4, 4, 0, 8, 8, 8}, {4, 4, 3, 8, 8, 8}, }; D3DBOX box; D3DLOCKED_BOX locked_box; BYTE *base; INT expected_row_pitch, expected_slice_pitch; BOOL support, support_2d; BOOL pow2; unsigned int offset, expected_offset; if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create IDirect3D8 object, skipping tests.\n"); return; } window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2); for (i = 0; i < sizeof(formats) / sizeof(*formats); i++) { hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, formats[i].fmt); support = SUCCEEDED(hr); hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].fmt); support_2d = SUCCEEDED(hr); /* Test creation restrictions */ for (w = 1; w <= 8; w++) { for (h = 1; h <= 8; h++) { for (d = 1; d <= 8; d++) { HRESULT expect_hr; BOOL size_is_pow2; BOOL block_aligned = TRUE; if (w & (formats[i].block_width - 1) || h & (formats[i].block_height - 1)) block_aligned = FALSE; size_is_pow2 = !((w & (w - 1)) || (h & (h - 1)) || (d & (d - 1))); for (j = 0; j < sizeof(create_tests) / sizeof(*create_tests); j++) { BOOL may_succeed = FALSE; BOOL todo = FALSE; if (create_tests[j].need_runtime_support && !formats[i].core_fmt && !support) expect_hr = D3DERR_INVALIDCALL; else if (formats[i].create_size_checked && !block_aligned) expect_hr = D3DERR_INVALIDCALL; else if (pow2 && !size_is_pow2 && create_tests[j].need_driver_support) expect_hr = D3DERR_INVALIDCALL; else if (create_tests[j].need_driver_support && !support) { todo = support_2d; expect_hr = D3DERR_INVALIDCALL; } else expect_hr = D3D_OK; texture = (IDirect3DVolumeTexture8 *)0xdeadbeef; hr = IDirect3DDevice8_CreateVolumeTexture(device, w, h, d, 1, 0, formats[i].fmt, create_tests[j].pool, &texture); /* Wine knows about ATI2N and happily creates a scratch resource even if GL * does not support it. Accept scratch creation of extension formats on * Windows as well if it occurs. We don't really care if e.g. a Windows 7 * on an r200 GPU creates scratch ATI2N texture even though the card doesn't * support it. */ if (!formats[i].core_fmt && !support && FAILED(expect_hr)) may_succeed = TRUE; if (todo) { todo_wine ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)), "Got unexpected hr %#x for format %s, pool %s, size %ux%ux%u.\n", hr, formats[i].name, create_tests[j].name, w, h, d); } else { ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)), "Got unexpected hr %#x for format %s, pool %s, size %ux%ux%u.\n", hr, formats[i].name, create_tests[j].name, w, h, d); } if (FAILED(hr)) ok(texture == NULL, "Got texture ptr %p, expected NULL.\n", texture); else IDirect3DVolumeTexture8_Release(texture); } } } } if (!support && !formats[i].core_fmt) continue; hr = IDirect3DDevice8_CreateVolumeTexture(device, 24, 8, 8, 1, 0, formats[i].fmt, D3DPOOL_SCRATCH, &texture); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); /* Test lockrect offset */ for (j = 0; j < sizeof(offset_tests) / sizeof(*offset_tests); j++) { unsigned int bytes_per_pixel; bytes_per_pixel = formats[i].block_size / (formats[i].block_width * formats[i].block_height); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); base = locked_box.pBits; if (formats[i].broken) { expected_row_pitch = bytes_per_pixel * 24; } else { expected_row_pitch = (24 /* tex width */ + formats[i].block_height - 1) / formats[i].block_width * formats[i].block_size; } ok(locked_box.RowPitch == expected_row_pitch, "Got unexpected row pitch %d for format %s, expected %d.\n", locked_box.RowPitch, formats[i].name, expected_row_pitch); if (formats[i].broken) { expected_slice_pitch = expected_row_pitch * 8; } else { expected_slice_pitch = (8 /* tex height */ + formats[i].block_depth - 1) / formats[i].block_height * expected_row_pitch; } ok(locked_box.SlicePitch == expected_slice_pitch, "Got unexpected slice pitch %d for format %s, expected %d.\n", locked_box.SlicePitch, formats[i].name, expected_slice_pitch); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x, j %u.\n", hr, j); box.Left = offset_tests[j].x; box.Top = offset_tests[j].y; box.Front = offset_tests[j].z; box.Right = offset_tests[j].x2; box.Bottom = offset_tests[j].y2; box.Back = offset_tests[j].z2; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x, j %u.\n", hr, j); offset = (BYTE *)locked_box.pBits - base; if (formats[i].broken) { expected_offset = box.Front * expected_slice_pitch + box.Top * expected_row_pitch + box.Left * bytes_per_pixel; } else { expected_offset = (box.Front / formats[i].block_depth) * expected_slice_pitch + (box.Top / formats[i].block_height) * expected_row_pitch + (box.Left / formats[i].block_width) * formats[i].block_size; } ok(offset == expected_offset, "Got unexpected offset %u for format %s, expected %u, box start %ux%ux%u.\n", offset, formats[i].name, expected_offset, box.Left, box.Top, box.Front); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } /* Test partial block locks */ box.Front = 0; box.Back = 1; if (formats[i].block_width > 1) { box.Left = formats[i].block_width >> 1; box.Top = 0; box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); ok(FAILED(hr) || broken(formats[i].broken), "Partial block lock succeeded, expected failure, format %s.\n", formats[i].name); if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } box.Left = 0; box.Top = 0; box.Right = formats[i].block_width >> 1; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); ok(FAILED(hr) || broken(formats[i].broken), "Partial block lock succeeded, expected failure, format %s.\n", formats[i].name); if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } } if (formats[i].block_height > 1) { box.Left = 0; box.Top = formats[i].block_height >> 1; box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); ok(FAILED(hr) || broken(formats[i].broken), "Partial block lock succeeded, expected failure, format %s.\n", formats[i].name); if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } box.Left = 0; box.Top = 0; box.Right = formats[i].block_width; box.Bottom = formats[i].block_height >> 1; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); ok(FAILED(hr) || broken(formats[i].broken), "Partial block lock succeeded, expected failure, format %s.\n", formats[i].name); if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } } /* Test full block lock */ box.Left = 0; box.Top = 0; box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); /* Test mipmap locks. Don't do this with ATI2N, AMD warns that the runtime * does not allocate surfaces smaller than the blocksize properly. */ if ((formats[i].block_width > 1 || formats[i].block_height > 1) && formats[i].core_fmt) { hr = IDirect3DDevice8_CreateVolumeTexture(device, formats[i].block_width, formats[i].block_height, 2, 2, 0, formats[i].fmt, D3DPOOL_SCRATCH, &texture); hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); box.Left = box.Top = box.Front = 0; box.Right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1; box.Bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1; box.Back = 1; hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); if (SUCCEEDED(hr)) IDirect3DVolumeTexture8_UnlockBox(texture, 1); IDirect3DVolumeTexture8_Release(texture); } } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_lockbox_invalid(void) { static const struct { D3DBOX box; HRESULT result; } test_data[] = { {{0, 0, 2, 2, 0, 1}, D3D_OK}, /* Valid */ {{0, 0, 4, 4, 0, 1}, D3D_OK}, /* Valid */ {{0, 0, 0, 4, 0, 1}, D3DERR_INVALIDCALL}, /* 0 height */ {{0, 0, 4, 0, 0, 1}, D3DERR_INVALIDCALL}, /* 0 width */ {{0, 0, 4, 4, 1, 1}, D3DERR_INVALIDCALL}, /* 0 depth */ {{4, 0, 0, 4, 0, 1}, D3DERR_INVALIDCALL}, /* left > right */ {{0, 4, 4, 0, 0, 1}, D3DERR_INVALIDCALL}, /* top > bottom */ {{0, 0, 4, 4, 1, 0}, D3DERR_INVALIDCALL}, /* back > front */ {{0, 0, 8, 4, 0, 1}, D3DERR_INVALIDCALL}, /* right > surface */ {{0, 0, 4, 8, 0, 1}, D3DERR_INVALIDCALL}, /* bottom > surface */ {{0, 0, 4, 4, 0, 3}, D3DERR_INVALIDCALL}, /* back > surface */ {{8, 0, 16, 4, 0, 1}, D3DERR_INVALIDCALL}, /* left > surface */ {{0, 8, 4, 16, 0, 1}, D3DERR_INVALIDCALL}, /* top > surface */ {{0, 0, 4, 4, 2, 4}, D3DERR_INVALIDCALL}, /* top > surface */ }; static const D3DBOX test_boxt_2 = {2, 2, 4, 4, 0, 1}; IDirect3DVolumeTexture8 *texture = NULL; D3DLOCKED_BOX locked_box; IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; ULONG refcount; HWND window; BYTE *base; HRESULT hr; if (!(d3d = pDirect3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create D3D object, skipping tests.\n"); return; } window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); base = locked_box.pBits; hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); for (i = 0; i < (sizeof(test_data) / sizeof(*test_data)); ++i) { unsigned int offset, expected_offset; const D3DBOX *box = &test_data[i].box; locked_box.pBits = (BYTE *)0xdeadbeef; locked_box.RowPitch = 0xdeadbeef; locked_box.SlicePitch = 0xdeadbeef; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, box, 0); /* Unlike surfaces, volumes properly check the box even in Windows XP */ ok(hr == test_data[i].result, "Got unexpected hr %#x with box [%u, %u, %u]->[%u, %u, %u], expected %#x.\n", hr, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back, test_data[i].result); if (FAILED(hr)) continue; offset = (BYTE *)locked_box.pBits - base; expected_offset = box->Front * locked_box.SlicePitch + box->Top * locked_box.RowPitch + box->Left * 4; ok(offset == expected_offset, "Got unexpected offset %u (expected %u) for rect [%u, %u, %u]->[%u, %u, %u].\n", offset, expected_offset, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); } /* locked_box = NULL throws an exception on Windows */ hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0); ok(hr == D3D_OK, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front, test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front, test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_boxt_2, 0); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_boxt_2.Left, test_boxt_2.Top, test_boxt_2.Front, test_boxt_2.Right, test_boxt_2.Bottom, test_boxt_2.Back); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } START_TEST(device) { HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" ); WNDCLASSA wc = {0}; if (!d3d8_handle) { skip("Could not load d3d8.dll\n"); return; } wc.lpfnWndProc = DefWindowProcA; wc.lpszClassName = "d3d8_test_wc"; RegisterClassA(&wc); ValidateVertexShader = (void *)GetProcAddress(d3d8_handle, "ValidateVertexShader"); ValidatePixelShader = (void *)GetProcAddress(d3d8_handle, "ValidatePixelShader"); pDirect3DCreate8 = (void *)GetProcAddress( d3d8_handle, "Direct3DCreate8" ); ok(pDirect3DCreate8 != NULL, "Failed to get address of Direct3DCreate8\n"); if (pDirect3DCreate8) { IDirect3D8 *d3d8; d3d8 = pDirect3DCreate8( D3D_SDK_VERSION ); if(!d3d8) { skip("could not create D3D8\n"); return; } IDirect3D8_Release(d3d8); screen_width = GetSystemMetrics(SM_CXSCREEN); screen_height = GetSystemMetrics(SM_CYSCREEN); test_fpu_setup(); test_display_modes(); test_shader_versions(); test_swapchain(); test_refcount(); test_mipmap_levels(); test_cursor(); test_cursor_pos(); test_states(); test_reset(); test_scene(); test_shader(); test_limits(); test_lights(); test_ApplyStateBlock(); test_render_zero_triangles(); test_depth_stencil_reset(); test_wndproc(); test_wndproc_windowed(); test_depth_stencil_size(); test_window_style(); test_wrong_shader(); test_mode_change(); test_device_window_reset(); test_reset_resources(); depth_blit_test(); test_set_rt_vp_scissor(); test_validate_vs(); test_validate_ps(); test_volume_get_container(); test_vb_lock_flags(); test_texture_stage_states(); test_cube_textures(); test_image_surface_pool(); test_surface_get_container(); test_lockrect_invalid(); test_private_data(); test_surface_dimensions(); test_surface_format_null(); test_surface_double_unlock(); test_surface_blocks(); test_set_palette(); test_swvp_buffer(); test_npot_textures(); test_volume_locking(); test_update_volumetexture(); test_create_rt_ds_fail(); test_volume_blocks(); test_lockbox_invalid(); } UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL)); }