/* * Copyright 2005, 2007 Henri Verbeet * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* This test framework allows limited testing of rendering results. Things are rendered, shown on * the framebuffer, read back from there and compared to expected colors. * * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that * causes visible results in games can be tested in a way that does not depend on pixel exactness */ #define COBJMACROS #include #include #include "wine/test.h" static HMODULE d3d9_handle = 0; static HWND create_window(void) { WNDCLASS wc = {0}; HWND ret; wc.lpfnWndProc = &DefWindowProc; wc.lpszClassName = "d3d9_test_wc"; RegisterClass(&wc); ret = CreateWindow("d3d9_test_wc", "d3d9_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); return ret; } static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface9 *surf; HRESULT hr; D3DLOCKED_RECT lockedRect; RECT rectToLock = {x, y, x+1, y+1}; hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL); if(FAILED(hr) || !surf ) /* This is not a test */ { trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr)); return 0xdeadbeef; } hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf); if(FAILED(hr)) { trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr)); ret = 0xdeadbeed; goto out; } hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr)); ret = 0xdeadbeec; goto out; } /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't * really important for these tests */ ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; hr = IDirect3DSurface9_UnlockRect(surf); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr)); } out: if(surf) IDirect3DSurface9_Release(surf); return ret; } static IDirect3DDevice9 *init_d3d9(void) { IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0; IDirect3D9 *d3d9_ptr = 0; IDirect3DDevice9 *device_ptr = 0; D3DPRESENT_PARAMETERS present_parameters; HRESULT hr; d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9"); ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n"); if (!d3d9_create) return NULL; d3d9_ptr = d3d9_create(D3D_SDK_VERSION); ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n"); if (!d3d9_ptr) return NULL; ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = FALSE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr)); return device_ptr; } struct vertex { float x, y, z; DWORD diffuse; }; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; }; static void lighting_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD color; float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; struct vertex unlitquad[] = { {-1.0f, -1.0f, 0.1f, 0xffff0000}, {-1.0f, 0.0f, 0.1f, 0xffff0000}, { 0.0f, 0.0f, 0.1f, 0xffff0000}, { 0.0f, -1.0f, 0.1f, 0xffff0000}, }; struct vertex litquad[] = { {-1.0f, 0.0f, 0.1f, 0xff00ff00}, {-1.0f, 1.0f, 0.1f, 0xff00ff00}, { 0.0f, 1.0f, 0.1f, 0xff00ff00}, { 0.0f, 0.0f, 0.1f, 0xff00ff00}, }; struct nvertex unlitnquad[] = { { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff}, }; struct nvertex litnquad[] = { { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); /* Setup some states that may cause issues */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr)); if(hr == D3D_OK) { /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, nfvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); } static void clear_test(IDirect3DDevice9 *device) { /* Tests the correctness of clearing parameters */ HRESULT hr; D3DRECT rect[2]; D3DRECT rect_negneg; DWORD color; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); /* Positive x, negative y */ rect[0].x1 = 0; rect[0].y1 = 480; rect[0].x2 = 320; rect[0].y2 = 240; /* Positive x, positive y */ rect[1].x1 = 0; rect[1].y1 = 0; rect[1].x2 = 320; rect[1].y2 = 240; /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle * is ignored, the positive is still cleared afterwards */ hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.x1 = 240; rect_negneg.x2 = 320; rect_negneg.y2 = 0; hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad */ ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad */ ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); } typedef struct { float in[4]; DWORD out; } test_data_t; /* * c7 rounded ARGB * -2.4 -2 0x00ffff00 * -1.6 -2 0x00ffff00 * -0.4 0 0x0000ffff * 0.4 0 0x0000ffff * 1.6 2 0x00ff00ff * 2.4 2 0x00ff00ff */ static void test_mova(IDirect3DDevice9 *device) { static const DWORD mova_test[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */ 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* END */ }; static const test_data_t test_data[] = { {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}, {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} }; static const float quad[][3] = { {-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DVertexShader9 *mova_shader = NULL; HRESULT hr; int i; hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i) { DWORD color; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); color = getPixelColor(device, 320, 240); ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); } hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DVertexShader9_Release(mova_shader); } struct sVertex { float x, y, z; DWORD diffuse; DWORD specular; }; struct sVertexT { float x, y, z, rhw; DWORD diffuse; DWORD specular; }; static void fog_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; float start = 0.0f, end = 1.0f; /* Gets full z based fog with linear fog, no fog with specular color */ struct sVertex unstransformed_1[] = { {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 }, { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 }, }; /* Ok, I am too lazy to deal with transform matrices */ struct sVertex unstransformed_2[] = { {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 }, { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 }, }; /* Untransformed ones. Give them a different diffuse color to make the test look * nicer. It also makes making sure that they are drawn correctly easier. */ struct sVertexT transformed_1[] = { {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; struct sVertexT transformed_2[] = { {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 }, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr)); /* First test: Both table fog and vertex fog off */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr)); /* Start = 0, end = 1. Should be default, but set them */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr)); if(IDirect3DDevice9_BeginScene(device) == D3D_OK) { hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr)); /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); /* That makes it use the Z value */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr)); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2, sizeof(unstransformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); /* transformed verts */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr)); /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(hr)); /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog * equation */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0])); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr)); } else { ok(FALSE, "BeginScene failed\n"); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color); /* Turn off the fog master switch to avoid confusing other tests */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr)); } /* This test verifies the behaviour of cube maps wrt. texture wrapping. * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE, * regardless of the actual addressing mode set. */ static void test_cube_wrap(IDirect3DDevice9 *device) { static const float quad[][6] = { {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const struct { D3DTEXTUREADDRESS mode; const char *name; } address_modes[] = { {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"}, {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"}, {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"}, {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"}, {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"}, }; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DCubeTexture9 *texture = NULL; IDirect3DSurface9 *surface = NULL; D3DLOCKED_RECT locked_rect; HRESULT hr; INT x, y, face; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL); ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr); hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); for (y = 0; y < 128; ++y) { DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); for (x = 0; x < 64; ++x) { *ptr++ = 0xffff0000; } for (x = 64; x < 128; ++x) { *ptr++ = 0xff0000ff; } } hr = IDirect3DSurface9_UnlockRect(surface); ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr); /* Create cube faces */ for (face = 0; face < 6; ++face) { IDirect3DSurface9 *face_surface = NULL; hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface); ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL); ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr); IDirect3DSurface9_Release(face_surface); } hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x) { DWORD color; hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Due to the nature of this test, we sample essentially at the edge * between two faces. Because of this it's undefined from which face * the driver will sample. Furtunately that's not important for this * test, since all we care about is that it doesn't sample from the * other side of the surface or from the border. */ color = getPixelColor(device, 320, 240); ok(color == 0x00ff0000 || color == 0x000000ff, "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n", color, address_modes[x].name); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DCubeTexture9_Release(texture); IDirect3DSurface9_Release(surface); } /* This test tests fog in combination with shaders. * What's tested: linear fog (vertex and table) with pixel shader * linear table fog with non foggy vertex shader * vertex fog with foggy vertex shader * What's not tested: non linear fog with shader * table fog with foggy vertex shader */ static void fog_with_shader_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; union { float f; DWORD i; } start, end; unsigned int i, j; /* basic vertex shader without fog computation ("non foggy") */ static const DWORD vertex_shader_code1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; /* basic vertex shader with reversed fog computation ("foggy") */ static const DWORD vertex_shader_code2[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */ 0x0000ffff }; /* basic pixel shader */ static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */ 0x0000ffff }; static struct vertex quad[] = { {-1.0f, -1.0f, 0.0f, 0xFFFF0000 }, {-1.0f, 1.0f, 0.0f, 0xFFFF0000 }, { 1.0f, -1.0f, 0.0f, 0xFFFF0000 }, { 1.0f, 1.0f, 0.0f, 0xFFFF0000 }, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DVertexShader9 *vertex_shader[3] = {NULL, NULL, NULL}; IDirect3DPixelShader9 *pixel_shader[2] = {NULL, NULL}; /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */ static const struct test_data_t { int vshader; int pshader; D3DFOGMODE vfog; D3DFOGMODE tfog; unsigned int color[11]; } test_data[] = { /* only pixel shader: */ {0, 1, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 3, 0, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {0, 1, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, /* vertex shader */ {1, 0, 0, 0, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 0, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, /* vertex shader and pixel shader */ {1, 1, 0, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 1, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 2, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, {1, 1, 3, 3, {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000, 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}}, /* foggy vertex shader */ {2, 0, 0, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 1, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 2, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, 3, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* foggy vertex shader and pixel shader */ {2, 1, 0, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 1, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 2, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, 3, 0, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, }; /* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/ start.f=0.9f; end.f=0.1f; hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr); /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i); ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i); ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); for (i = 0; i < 22; i++) { hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog); ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr); for(j=0; j < 11; j++) { /* Don't use the whole zrange to prevent rounding errors */ quad[0].z = 0.001f + (float)j / 10.02f; quad[1].z = 0.001f + (float)j / 10.02f; quad[2].z = 0.001f + (float)j / 10.02f; quad[3].z = 0.001f + (float)j / 10.02f; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j]) && abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13 && abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13, "fog ps%i vs%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]); } } /* reset states */ hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr); IDirect3DVertexShader9_Release(vertex_shader[1]); IDirect3DVertexShader9_Release(vertex_shader[2]); IDirect3DPixelShader9_Release(pixel_shader[1]); IDirect3DVertexDeclaration9_Release(vertex_declaration); } /* test the behavior of the texbem instruction * with normal 2D and projective 2D textures */ static void texbem_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD color; unsigned int i, x, y; static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps_1_1*/ 0x00000042, 0xb00f0000, /* tex t0*/ 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/ 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/ 0x0000ffff }; static const float quad[][7] = { {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, }; static const float quad_proj[][9] = { {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f}, {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f}, { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f}, { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[][4] = { { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() },{ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() } }; /* use assymetric matrix to test loading */ float bumpenvmat[4] = {0.0,0.5,-0.5,0.0}; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DPixelShader9 *pixel_shader = NULL; IDirect3DTexture9 *texture[2] = {NULL, NULL}; D3DLOCKED_RECT locked_rect; /* Generate the textures */ for(i=0; i<2; i++) { hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8, D3DPOOL_MANAGED, &texture[i], NULL); ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); for (y = 0; y < 128; ++y) { if(i) { /* Set up black texture with 2x2 texel white spot in the middle */ DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); for (x = 0; x < 128; ++x) { if(y>62 && y<66 && x>62 && x<66) *ptr++ = 0xffffffff; else *ptr++ = 0xff000000; } } else { /* Set up a displacement map which points away from the center parallel to the closest axis. * (if multiplied with bumpenvmat) */ WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch)); for (x = 0; x < 128; ++x) { if(abs(x-64)>abs(y-64)) { if(x < 64) *ptr++ = 0xc000; else *ptr++ = 0x4000; } else { if(y < 64) *ptr++ = 0x0040; else *ptr++ = 0x00c0; } } } } hr = IDirect3DTexture9_UnlockRect(texture[i], 0); ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); /* Disable texture filtering */ hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr); } IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); for(i=0; i<2; i++) { if(i) { hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr); if(!i) hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); else hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); color = getPixelColor(device, 320-32, 240); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320+32, 240); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240-32); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 320, 240+32); ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); IDirect3DPixelShader9_Release(pixel_shader); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); IDirect3DVertexDeclaration9_Release(vertex_declaration); } /* clean up */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr); for(i=0; i<2; i++) { hr = IDirect3DDevice9_SetTexture(device, i, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DCubeTexture9_Release(texture[i]); } } START_TEST(visual) { IDirect3DDevice9 *device_ptr; D3DCAPS9 caps; HRESULT hr; DWORD color; d3d9_handle = LoadLibraryA("d3d9.dll"); if (!d3d9_handle) { skip("Could not load d3d9.dll\n"); return; } device_ptr = init_d3d9(); if (!device_ptr) return; IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps); /* Check for the reliability of the returned data */ hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 1, 1); if(color !=0x00ff0000) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 639, 479); if(color != 0x0000ddee) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } /* Now execute the real tests */ lighting_test(device_ptr); clear_test(device_ptr); fog_test(device_ptr); test_cube_wrap(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) { test_mova(device_ptr); } else skip("No vs_2_0 support\n"); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DVS_VERSION(1, 1)) { fog_with_shader_test(device_ptr); } else skip("No vs_1_1 and ps_1_1 support\n"); if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1)) { texbem_test(device_ptr); } else skip("No ps_1_1 support\n"); cleanup: if(device_ptr) IDirect3DDevice9_Release(device_ptr); }