/* * Copyright 2005, 2007-2008 Henri Verbeet * Copyright (C) 2007-2013 Stefan Dösinger(for CodeWeavers) * Copyright (C) 2008 Jason Green(for TransGaming) * * 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 colors 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 */ #include #define COBJMACROS #include #include "wine/test.h" struct vec2 { float x, y; }; struct vec3 { float x, y, z; }; struct vec4 { float x, y, z, w; }; static HWND create_window(void) { HWND hwnd; RECT rect; SetRect(&rect, 0, 0, 640, 480); AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE); hwnd = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, rect.right - rect.left, rect.bottom - rect.top, 0, 0, 0, 0); return hwnd; } static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) { if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE; return TRUE; } static BOOL adapter_is_warp(const D3DADAPTER_IDENTIFIER9 *identifier) { return !strcmp(identifier->Driver, "d3d10warp.dll"); } /* Locks a given surface and returns the color at (x,y). It's the caller's * responsibility to only pass in lockable surfaces and valid x,y coordinates */ static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y) { DWORD color; HRESULT hr; D3DSURFACE_DESC desc; RECT rectToLock = {x, y, x+1, y+1}; D3DLOCKED_RECT lockedRect; hr = IDirect3DSurface9_GetDesc(surface, &desc); if(FAILED(hr)) /* This is not a test */ { trace("Can't get the surface description, hr=%08x\n", hr); return 0xdeadbeef; } hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) /* This is not a test */ { trace("Can't lock the surface, hr=%08x\n", hr); return 0xdeadbeef; } switch(desc.Format) { case D3DFMT_A8R8G8B8: { color = ((DWORD *) lockedRect.pBits)[0]; break; } default: trace("Error: unknown surface format: %d\n", desc.Format); color = 0xdeadbeef; break; } hr = IDirect3DSurface9_UnlockRect(surface); if(FAILED(hr)) { trace("Can't unlock the surface, hr=%08x\n", hr); } return color; } struct surface_readback { IDirect3DSurface9 *surface; D3DLOCKED_RECT locked_rect; }; static void get_rt_readback(IDirect3DSurface9 *surface, struct surface_readback *rb) { IDirect3DDevice9 *device; D3DSURFACE_DESC desc; HRESULT hr; memset(rb, 0, sizeof(*rb)); hr = IDirect3DSurface9_GetDevice(surface, &device); ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); hr = IDirect3DSurface9_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &rb->surface, NULL); if (FAILED(hr) || !rb->surface) { trace("Can't create an offscreen plain surface to read the render target data, hr %#x.\n", hr); goto error; } hr = IDirect3DDevice9_GetRenderTargetData(device, surface, rb->surface); if (FAILED(hr)) { trace("Can't read the render target data, hr %#x.\n", hr); goto error; } hr = IDirect3DSurface9_LockRect(rb->surface, &rb->locked_rect, NULL, D3DLOCK_READONLY); if (FAILED(hr)) { trace("Can't lock the offscreen surface, hr %#x.\n", hr); goto error; } IDirect3DDevice9_Release(device); return; error: if (rb->surface) IDirect3DSurface9_Release(rb->surface); rb->surface = NULL; IDirect3DDevice9_Release(device); } static DWORD get_readback_color(struct surface_readback *rb, unsigned int x, unsigned int y) { return rb->locked_rect.pBits ? ((DWORD *)rb->locked_rect.pBits)[y * rb->locked_rect.Pitch / sizeof(DWORD) + x] : 0xdeadbeef; } static void release_surface_readback(struct surface_readback *rb) { HRESULT hr; if (!rb->surface) return; if (rb->locked_rect.pBits && FAILED(hr = IDirect3DSurface9_UnlockRect(rb->surface))) trace("Can't unlock the offscreen surface, hr %#x.\n", hr); IDirect3DSurface9_Release(rb->surface); } static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface9 *rt; struct surface_readback rb; HRESULT hr; hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt); if(FAILED(hr)) { trace("Can't get the render target, hr %#x.\n", hr); return 0xdeadbeed; } get_rt_readback(rt, &rb); /* 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 = get_readback_color(&rb, x, y) & 0x00ffffff; release_surface_readback(&rb); IDirect3DSurface9_Release(rt); return ret; } static IDirect3DDevice9 *create_device(IDirect3D9 *d3d, HWND device_window, HWND focus_window, BOOL windowed) { D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DDevice9 *device; present_parameters.Windowed = windowed; present_parameters.hDeviceWindow = device_window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; if (SUCCEEDED(IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) return device; return NULL; } static void cleanup_device(IDirect3DDevice9 *device) { if (device) { D3DPRESENT_PARAMETERS present_parameters; IDirect3DSwapChain9 *swapchain; ULONG ref; IDirect3DDevice9_GetSwapChain(device, 0, &swapchain); IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters); IDirect3DSwapChain9_Release(swapchain); ref = IDirect3DDevice9_Release(device); ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); DestroyWindow(present_parameters.hDeviceWindow); } } static void test_sanity(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 639, 479); ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void lighting_test(void) { DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; IDirect3DDevice9 *device; D3DMATERIAL9 material; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; static const D3DMATRIX mat = {{{ 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, }}}, mat_singular = {{{ 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f, }}}, mat_transf = {{{ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 10.f, 10.0f, 10.0f, 1.0f, }}}, mat_nonaffine = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 10.f, 10.0f, 10.0f, 0.0f, }}}; static const struct { struct vec3 position; DWORD diffuse; } 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}, }, 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}, }, lighting_test[] = { {{-1.0f, -1.0f, 0.1f}, 0x8000ff00}, {{ 1.0f, -1.0f, 0.1f}, 0x80000000}, {{-1.0f, 1.0f, 0.1f}, 0x8000ff00}, {{ 1.0f, 1.0f, 0.1f}, 0x80000000}, }; static const struct { struct vec3 position; struct vec3 normal; DWORD diffuse; } 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}, }, 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}, }, nquad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, }, rotatedquad[] = { {{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, }, translatedquad[] = { {{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, }; static const WORD indices[] = {0, 1, 2, 2, 3, 0}; static const struct { const D3DMATRIX *world_matrix; const void *quad; unsigned int size; DWORD expected; const char *message; } tests[] = { {&mat, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with light"}, {&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with singular world matrix"}, {&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, "Lit quad with transformation matrix"}, {&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, "Lit quad with non-affine matrix"}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, nfvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 480, 360); /* Lower left quad - unlit with normals */ ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 480, 120); /* Upper left quad - lit with normals */ ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_LightEnable(device, 0, TRUE); ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color); } hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice9_LightEnable(device, 0, FALSE); ok(SUCCEEDED(hr), "Failed to disable light 0, hr %#x.\n", hr); memset(&material, 0, sizeof(material)); material.Diffuse.r = 0.0; material.Diffuse.g = 0.0; material.Diffuse.b = 0.0; material.Diffuse.a = 1.0; material.Ambient.r = 0.0; material.Ambient.g = 0.0; material.Ambient.b = 0.0; material.Ambient.a = 0.0; material.Specular.r = 0.0; material.Specular.g = 0.0; material.Specular.b = 0.0; material.Specular.a = 0.0; material.Emissive.r = 0.0; material.Emissive.g = 0.0; material.Emissive.b = 0.0; material.Emissive.a = 0.0; material.Power = 0.0; hr = IDirect3DDevice9_SetMaterial(device, &material); ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_specular_lighting(void) { static const unsigned int vertices_side = 5; const unsigned int indices_count = (vertices_side - 1) * (vertices_side - 1) * 2 * 3; static const DWORD fvf = D3DFVF_XYZ | D3DFVF_NORMAL; static const D3DMATRIX mat = {{{ 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, }}}; static const D3DLIGHT9 directional = { D3DLIGHT_DIRECTIONAL, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, }, point = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 100.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, spot = { D3DLIGHT_SPOT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, 100.0f, 1.0f, 0.0f, 0.0f, 1.0f, M_PI / 12.0f, M_PI / 3.0f }, /* The chosen range value makes the test fail when using a manhattan * distance metric vs the correct euclidean distance. */ point_range = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.2f, 0.0f, 0.0f, 0.0f, 1.0f, }, point_side = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {-1.1f, 0.0f, 1.1f}, {0.0f, 0.0f, 0.0f}, 100.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; static const struct expected_color { unsigned int x, y; D3DCOLOR color; } expected_directional[] = { {160, 120, 0x00ffffff}, {320, 120, 0x00ffffff}, {480, 120, 0x00ffffff}, {160, 240, 0x00ffffff}, {320, 240, 0x00ffffff}, {480, 240, 0x00ffffff}, {160, 360, 0x00ffffff}, {320, 360, 0x00ffffff}, {480, 360, 0x00ffffff}, }, expected_directional_local[] = { {160, 120, 0x003c3c3c}, {320, 120, 0x00717171}, {480, 120, 0x003c3c3c}, {160, 240, 0x00717171}, {320, 240, 0x00ffffff}, {480, 240, 0x00717171}, {160, 360, 0x003c3c3c}, {320, 360, 0x00717171}, {480, 360, 0x003c3c3c}, }, expected_point[] = { {160, 120, 0x00282828}, {320, 120, 0x005a5a5a}, {480, 120, 0x00282828}, {160, 240, 0x005a5a5a}, {320, 240, 0x00ffffff}, {480, 240, 0x005a5a5a}, {160, 360, 0x00282828}, {320, 360, 0x005a5a5a}, {480, 360, 0x00282828}, }, expected_point_local[] = { {160, 120, 0x00000000}, {320, 120, 0x00070707}, {480, 120, 0x00000000}, {160, 240, 0x00070707}, {320, 240, 0x00ffffff}, {480, 240, 0x00070707}, {160, 360, 0x00000000}, {320, 360, 0x00070707}, {480, 360, 0x00000000}, }, expected_spot[] = { {160, 120, 0x00000000}, {320, 120, 0x00141414}, {480, 120, 0x00000000}, {160, 240, 0x00141414}, {320, 240, 0x00ffffff}, {480, 240, 0x00141414}, {160, 360, 0x00000000}, {320, 360, 0x00141414}, {480, 360, 0x00000000}, }, expected_spot_local[] = { {160, 120, 0x00000000}, {320, 120, 0x00020202}, {480, 120, 0x00000000}, {160, 240, 0x00020202}, {320, 240, 0x00ffffff}, {480, 240, 0x00020202}, {160, 360, 0x00000000}, {320, 360, 0x00020202}, {480, 360, 0x00000000}, }, expected_point_range[] = { {160, 120, 0x00000000}, {320, 120, 0x005a5a5a}, {480, 120, 0x00000000}, {160, 240, 0x005a5a5a}, {320, 240, 0x00ffffff}, {480, 240, 0x005a5a5a}, {160, 360, 0x00000000}, {320, 360, 0x005a5a5a}, {480, 360, 0x00000000}, }, expected_point_side[] = { {160, 120, 0x00000000}, {320, 120, 0x00000000}, {480, 120, 0x00000000}, {160, 240, 0x00000000}, {320, 240, 0x00000000}, {480, 240, 0x00000000}, {160, 360, 0x00000000}, {320, 360, 0x00000000}, {480, 360, 0x00000000}, }; static const struct { const D3DLIGHT9 *light; BOOL local_viewer; float specular_power; const struct expected_color *expected; unsigned int expected_count; } tests[] = { {&directional, FALSE, 30.0f, expected_directional, sizeof(expected_directional) / sizeof(expected_directional[0])}, {&directional, TRUE, 30.0f, expected_directional_local, sizeof(expected_directional_local) / sizeof(expected_directional_local[0])}, {&point, FALSE, 30.0f, expected_point, sizeof(expected_point) / sizeof(expected_point[0])}, {&point, TRUE, 30.0f, expected_point_local, sizeof(expected_point_local) / sizeof(expected_point_local[0])}, {&spot, FALSE, 30.0f, expected_spot, sizeof(expected_spot) / sizeof(expected_spot[0])}, {&spot, TRUE, 30.0f, expected_spot_local, sizeof(expected_spot_local) / sizeof(expected_spot_local[0])}, {&point_range, FALSE, 30.0f, expected_point_range, sizeof(expected_point_range) / sizeof(expected_point_range[0])}, {&point_side, TRUE, 0.0f, expected_point_side, sizeof(expected_point_side) / sizeof(expected_point_side[0])}, }; IDirect3DDevice9 *device; D3DMATERIAL9 material; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i, j, x, y; struct { struct vec3 position; struct vec3 normal; } *quad; WORD *indices; quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad)); indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices)); for (i = 0, y = 0; y < vertices_side; ++y) { for (x = 0; x < vertices_side; ++x) { quad[i].position.x = x * 2.0f / (vertices_side - 1) - 1.0f; quad[i].position.y = y * 2.0f / (vertices_side - 1) - 1.0f; quad[i].position.z = 1.0f; quad[i].normal.x = 0.0f; quad[i].normal.y = 0.0f; quad[i++].normal.z = -1.0f; } } for (i = 0, y = 0; y < (vertices_side - 1); ++y) { for (x = 0; x < (vertices_side - 1); ++x) { indices[i++] = y * vertices_side + x + 1; indices[i++] = y * vertices_side + x; indices[i++] = (y + 1) * vertices_side + x; indices[i++] = y * vertices_side + x + 1; indices[i++] = (y + 1) * vertices_side + x; indices[i++] = (y + 1) * vertices_side + x + 1; } } window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat); ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, fvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_LightEnable(device, 0, TRUE); ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { hr = IDirect3DDevice9_SetLight(device, 0, tests[i].light); ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer); ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr); memset(&material, 0, sizeof(material)); material.Specular.r = 1.0f; material.Specular.g = 1.0f; material.Specular.b = 1.0f; material.Specular.a = 1.0f; material.Power = tests[i].specular_power; hr = IDirect3DDevice9_SetMaterial(device, &material); ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, vertices_side * vertices_side, indices_count / 3, indices, D3DFMT_INDEX16, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (j = 0; j < tests[i].expected_count; ++j) { color = getPixelColor(device, tests[i].expected[j].x, tests[i].expected[j].y); ok(color_match(color, tests[i].expected[j].color, 1), "Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.\n", tests[i].expected[j].color, tests[i].expected[j].x, tests[i].expected[j].y, color, i); } } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); HeapFree(GetProcessHeap(), 0, indices); HeapFree(GetProcessHeap(), 0, quad); } static void clear_test(void) { static const D3DMATRIX mat = {{{ 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, }}}; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0xff7f7f7f}, {{ 1.0f, -1.0f, 0.1f}, 0xff7f7f7f}, {{-1.0f, 1.0f, 0.1f}, 0xff7f7f7f}, {{ 1.0f, 1.0f, 0.1f}, 0xff7f7f7f}, }; IDirect3DSurface9 *surface0, *surface1, *backbuffer; IDirect3DTexture9 *texture; HRESULT hr; D3DRECT rect[2]; D3DRECT rect_negneg; DWORD color; D3DVIEWPORT9 old_vp, vp; RECT scissor; DWORD oldColorWrite; BOOL invalid_clear_failed = FALSE, srgb_supported; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; HWND window; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", 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. The refrast returns an error in this case, every real driver tested so far * returns D3D_OK, but ignores the rectangle silently */ hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.y1 = 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 || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr); if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE; 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 */ if(invalid_clear_failed) { /* If the negative rectangle was refused, the other rectangles in the list shouldn't be cleared either */ ok(color == 0x00ffffff, "Clear rectangle 1(pos, pos) has color %08x\n", color); } else { /* If the negative rectangle was dropped silently, the correct ones are cleared */ 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); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Hack to work around a nvidia windows driver bug. The clear below is supposed to * clear the red quad in the top left part of the render target. For some reason it * doesn't work if the clear color is 0xffffffff on some versions of the Nvidia Windows * driver(tested on 8.17.12.5896, Win7). A clear with a different color works around * this bug and fixes the clear with the white color. Even 0xfeffffff works, but let's * pick some obvious value */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbabe, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Test how the viewport affects clears */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_GetViewport(device, &old_vp); ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr); vp.X = 160; vp.Y = 120; vp.Width = 160; vp.Height = 120; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); vp.X = 320; vp.Y = 240; vp.Width = 320; vp.Height = 240; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); rect[0].x1 = 160; rect[0].y1 = 120; rect[0].x2 = 480; rect[0].y2 = 360; hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetViewport(device, &old_vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "(158,118) has color %08x\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00ffffff, "(162,118) has color %08x\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "(158,122) has color %08x\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x000000ff, "(162,122) has color %08x\n", color); color = getPixelColor(device, 318, 238); ok(color == 0x000000ff, "(318,238) has color %08x\n", color); color = getPixelColor(device, 322, 238); ok(color == 0x00ffffff, "(322,328) has color %08x\n", color); color = getPixelColor(device, 318, 242); ok(color == 0x00ffffff, "(318,242) has color %08x\n", color); color = getPixelColor(device, 322, 242); ok(color == 0x0000ff00, "(322,242) has color %08x\n", color); color = getPixelColor(device, 478, 358); ok(color == 0x0000ff00, "(478,358 has color %08x\n", color); color = getPixelColor(device, 482, 358); ok(color == 0x00ffffff, "(482,358) has color %08x\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "(478,362) has color %08x\n", color); color = getPixelColor(device, 482, 362); ok(color == 0x00ffffff, "(482,362) has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); SetRect(&scissor, 160, 120, 480, 360); hr = IDirect3DDevice9_SetScissorRect(device, &scissor); ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &rect[1], D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr); color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00ffffff, "Pixel 162/118 has color %08x\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x00ff0000, "Pixel 162/122 has color %08x\n", color); color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); color = getPixelColor(device, 162, 358); ok(color == 0x0000ff00, "Pixel 162/358 has color %08x\n", color); color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color); color = getPixelColor(device, 162, 362); ok(color == 0x00ffffff, "Pixel 162/362 has color %08x\n", color); color = getPixelColor(device, 478, 118); ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color); color = getPixelColor(device, 478, 122); ok(color == 0x0000ff00, "Pixel 162/118 has color %08x\n", color); color = getPixelColor(device, 482, 122); ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color); color = getPixelColor(device, 482, 358); ok(color == 0x00ffffff, "Pixel 162/122 has color %08x\n", color); color = getPixelColor(device, 478, 358); ok(color == 0x0000ff00, "Pixel 478/358 has color %08x\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "Pixel 478/118 has color %08x\n", color); color = getPixelColor(device, 482, 358); ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); color = getPixelColor(device, 482, 362); ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color); color = getPixelColor(device, 318, 238); ok(color == 0x00ff0000, "Pixel 318/238 has color %08x\n", color); color = getPixelColor(device, 318, 242); ok(color == 0x0000ff00, "Pixel 318/242 has color %08x\n", color); color = getPixelColor(device, 322, 238); ok(color == 0x0000ff00, "Pixel 322/238 has color %08x\n", color); color = getPixelColor(device, 322, 242); ok(color == 0x0000ff00, "Pixel 322/242 has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &oldColorWrite); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); /* Same nvidia windows driver trouble with white clears as earlier in the same test */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbeef, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, oldColorWrite); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr); /* Colorwriteenable does not affect the clear */ color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Color write protected clear returned color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); rect[0].x1 = 0; rect[0].y1 = 0; rect[0].x2 = 640; rect[0].y2 = 480; hr = IDirect3DDevice9_Clear(device, 0, rect, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1), "Clear with count = 0, rect != NULL has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Clear with count = 1, rect = NULL has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Test D3DRS_SRGBWRITEENABLE interactions with clears. */ srgb_supported = SUCCEEDED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8)); trace("sRGB writing to D3DFMT_A8R8G8B8 is %ssupported.\n", srgb_supported ? "" : "not "); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x007f7f7f, 1), "Clear has color %08x.\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable sRGB write, hr %#x.\n", hr); /* Draw something to make sure the SRGBWRITEENABLE setting is applied. */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world matrix, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00bbbbbb, 1), "Clear has color %08x.\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable sRGB write, hr %#x.\n", hr); /* Switching to a new render target seems to be enough to make Windows pick * up on the changed render state. */ hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 2, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create the offscreen render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface0); ok(SUCCEEDED(hr), "Failed to get offscreen surface, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface0); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, surface0, NULL, backbuffer, NULL, D3DTEXF_NONE); ok(SUCCEEDED(hr), "Failed to blit surface, hr %#x.\n", hr); color = getPixelColor(device, 64, 64); ok(color_match(color, 0x007f7f7f, 1), "Clear has color %08x.\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable sRGB write, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface0); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, surface0, NULL, backbuffer, NULL, D3DTEXF_NONE); ok(SUCCEEDED(hr), "Failed to blit surface, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00bbbbbb, 1), "Clear has color %08x.\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable sRGB write, hr %#x.\n", hr); /* Switching to another surface of the same texture is also enough to make * the setting "stick". */ hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface1); ok(SUCCEEDED(hr), "Failed to get offscreen surface, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface1); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, surface1, NULL, backbuffer, NULL, D3DTEXF_NONE); ok(SUCCEEDED(hr), "Failed to blit surface, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x007f7f7f, 1), "Clear has color %08x.\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DSurface9_Release(surface1); IDirect3DSurface9_Release(surface0); IDirect3DSurface9_Release(backbuffer); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void color_fill_test(void) { IDirect3DSurface9 *surface; IDirect3DTexture9 *texture; D3DCOLOR fill_color, color; DWORD fill_a, expected_a; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; HWND window; HRESULT hr; static const struct { D3DPOOL pool; DWORD usage; HRESULT hr; } resource_types[] = { {D3DPOOL_DEFAULT, 0, D3DERR_INVALIDCALL}, {D3DPOOL_DEFAULT, D3DUSAGE_DYNAMIC, D3DERR_INVALIDCALL}, {D3DPOOL_DEFAULT, D3DUSAGE_RENDERTARGET, D3D_OK}, {D3DPOOL_SYSTEMMEM, 0, D3DERR_INVALIDCALL}, {D3DPOOL_MANAGED, 0, D3DERR_INVALIDCALL}, {D3DPOOL_SCRATCH, 0, D3DERR_INVALIDCALL}, }; static const struct { D3DFORMAT format; const char *name; enum { CHECK_FILL_VALUE = 0x1, BLOCKS = 0x2, } flags; DWORD fill_value; } formats[] = { {D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8", CHECK_FILL_VALUE, 0xdeadbeef}, /* D3DFMT_X8R8G8B8 either set X = A or X = 0, depending on the driver. */ {D3DFMT_R5G6B5, "D3DFMT_R5G6B5", CHECK_FILL_VALUE, 0xadfdadfd}, {D3DFMT_G16R16, "D3DFMT_G16R16", CHECK_FILL_VALUE, 0xbebeadad}, /* Real hardware reliably fills the surface with the blue channel but * the testbot fills it with 0x00. Wine incorrectly uses the alpha * channel. Don't bother checking the result because P8 surfaces are * essentially useless in d3d9. */ {D3DFMT_P8, "D3DFMT_P8", 0, 0xefefefef}, /* Windows drivers produce different results for these formats. * No driver produces a YUV value that matches the input RGB * value, and no driver produces a proper DXT compression block. * * Even the clear value 0 does not reliably produce a fill value * that will return vec4(0.0, 0.0, 0.0, 0.0) when sampled. * * The YUV tests are disabled because they produce a driver-dependent * result on Wine. * {D3DFMT_YUY2, "D3DFMT_YUY2", BLOCKS, 0}, * {D3DFMT_UYVY, "D3DFMT_UYVY", BLOCKS, 0}, */ {D3DFMT_DXT1, "D3DFMT_DXT1", BLOCKS, 0x00000000}, /* Vendor-specific formats like ATI2N are a non-issue here since they're not * supported as offscreen plain surfaces and do not support D3DUSAGE_RENDERTARGET * when created as texture. */ }; unsigned int i; D3DLOCKED_RECT locked_rect; DWORD *surface_data; static const RECT rect = {4, 4, 8, 8}, rect2 = {5, 5, 7, 7}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } /* Test ColorFill on a the backbuffer (should pass) */ hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &surface); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); fill_color = 0x112233; hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); color = getPixelColor(device, 0, 0); ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); IDirect3DSurface9_Release(surface); /* Test ColorFill on a render target surface (should pass) */ hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surface, NULL ); ok(hr == D3D_OK, "Unable to create render target surface, hr = %08x\n", hr); fill_color = 0x445566; hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); color = getPixelColorFromSurface(surface, 0, 0); ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); IDirect3DSurface9_Release(surface); /* Test ColorFill on an offscreen plain surface in D3DPOOL_DEFAULT (should pass) */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL); ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); fill_color = 0x778899; hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr); color = getPixelColorFromSurface(surface, 0, 0); ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color); IDirect3DSurface9_Release(surface); /* Try ColorFill on an offscreen surface in sysmem (should fail) */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL); ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr); hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0); ok(hr == D3DERR_INVALIDCALL, "ColorFill on offscreen sysmem surface failed with hr = %08x\n", hr); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D16, D3DMULTISAMPLE_NONE, 0, TRUE, &surface, NULL); ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr = %08x.\n", hr); hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0); ok(hr == D3DERR_INVALIDCALL, "ColorFill on a depth stencil surface returned hr = %08x.\n", hr); IDirect3DSurface9_Release(surface); for (i = 0; i < sizeof(resource_types) / sizeof(resource_types[0]); i++) { texture = NULL; hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, resource_types[i].usage, D3DFMT_A8R8G8B8, resource_types[i].pool, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, i=%u.\n", hr, i); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(SUCCEEDED(hr), "Failed to get surface, hr %#x, i=%u.\n", hr, i); hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color); ok(hr == resource_types[i].hr, "Got unexpected hr %#x, expected %#x, i=%u.\n", hr, resource_types[i].hr, i); IDirect3DSurface9_Release(surface); IDirect3DTexture9_Release(texture); } for (i = 0; i < sizeof(formats) / sizeof(formats[0]); i++) { if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, formats[i].format) != D3D_OK) { skip("Offscreenplain %s surfaces not supported, skipping colorfill test\n", formats[i].name); continue; } hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, formats[i].format, D3DPOOL_DEFAULT, &surface, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x, fmt=%s.\n", hr, formats[i].name); hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0xdeadbeef); ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); hr = IDirect3DDevice9_ColorFill(device, surface, &rect, 0xdeadbeef); ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); if (SUCCEEDED(hr)) { hr = IDirect3DDevice9_ColorFill(device, surface, &rect2, 0xdeadbeef); if (formats[i].flags & BLOCKS) ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, fmt=%s.\n", hr, formats[i].name); else ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name); } if (formats[i].flags & CHECK_FILL_VALUE) { hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_READONLY); ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, fmt=%s.\n", hr, formats[i].name); surface_data = locked_rect.pBits; fill_a = (surface_data[0] & 0xff000000) >> 24; expected_a = (formats[i].fill_value & 0xff000000) >> 24; /* Windows drivers disagree on how to promote the 8 bit per channel * input argument to 16 bit for D3DFMT_G16R16. */ ok(color_match(surface_data[0], formats[i].fill_value, 2) && abs((expected_a) - (fill_a)) < 3, "Expected clear value 0x%08x, got 0x%08x, fmt=%s.\n", formats[i].fill_value, surface_data[0], formats[i].name); hr = IDirect3DSurface9_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, fmt=%s.\n", hr, formats[i].name); } IDirect3DSurface9_Release(surface); } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } /* * c7 mova ARGB mov ARGB * -2.4 -2 0x00ffff00 -3 0x00ff0000 * -1.6 -2 0x00ffff00 -2 0x00ffff00 * -0.4 0 0x0000ffff -1 0x0000ff00 * 0.4 0 0x0000ffff 0 0x0000ffff * 1.6 2 0x00ff00ff 1 0x000000ff * 2.4 2 0x00ff00ff 2 0x00ff00ff */ static void test_mova(void) { IDirect3DVertexDeclaration9 *vertex_declaration; IDirect3DVertexShader9 *mova_shader; IDirect3DVertexShader9 *mov_shader; IDirect3DDevice9 *device; unsigned int i, j; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; 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 DWORD mov_test[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ 0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ 0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ 0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ 0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ 0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */ 0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* END */ }; static const struct { float in[4]; DWORD out; } test_data[2][6] = { { {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000}, {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00}, {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff}, {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} }, { {{-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 struct vec3 quad[] = { {-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() }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No vs_2_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader); ok(SUCCEEDED(hr), "CreateVertexShader 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); hr = IDirect3DDevice9_SetVertexShader(device, mov_shader); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); for (j = 0; j < sizeof(test_data) / sizeof(*test_data); ++j) { for (i = 0; i < sizeof(*test_data) / sizeof(**test_data); ++i) { DWORD color; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][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, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); color = getPixelColor(device, 320, 240); ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n", test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova"); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); } hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); } IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DVertexShader9_Release(mova_shader); IDirect3DVertexShader9_Release(mov_shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void fog_test(void) { float start = 0.0f, end = 1.0f; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; int i; /* Gets full z based fog with linear fog, no fog with specular color. */ static const struct { float x, y, z; D3DCOLOR diffuse; D3DCOLOR specular; } untransformed_1[] = { {-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, }, /* Ok, I am too lazy to deal with transform matrices. */ untransformed_2[] = { {-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, }, untransformed_3[] = { {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 0.5f, 0xffff0000, 0xff000000}, { 1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, { 1.0f, 1.0f, 0.5f, 0xffff0000, 0xff000000}, }, far_quad1[] = { {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, }, far_quad2[] = { {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.5f, 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. */ static const struct { float x, y, z, rhw; D3DCOLOR diffuse; D3DCOLOR specular; } transformed_1[] = { {320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, }, transformed_2[] = { {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, }; static const struct { struct vec3 position; DWORD diffuse; } rev_fog_quads[] = { {{-1.0f, -1.0f, 0.1f}, 0x000000ff}, {{-1.0f, 0.0f, 0.1f}, 0x000000ff}, {{ 0.0f, 0.0f, 0.1f}, 0x000000ff}, {{ 0.0f, -1.0f, 0.1f}, 0x000000ff}, {{ 0.0f, -1.0f, 0.9f}, 0x000000ff}, {{ 0.0f, 0.0f, 0.9f}, 0x000000ff}, {{ 1.0f, 0.0f, 0.9f}, 0x000000ff}, {{ 1.0f, -1.0f, 0.9f}, 0x000000ff}, {{ 0.0f, 0.0f, 0.4f}, 0x000000ff}, {{ 0.0f, 1.0f, 0.4f}, 0x000000ff}, {{ 1.0f, 1.0f, 0.4f}, 0x000000ff}, {{ 1.0f, 0.0f, 0.4f}, 0x000000ff}, {{-1.0f, 0.0f, 0.7f}, 0x000000ff}, {{-1.0f, 1.0f, 0.7f}, 0x000000ff}, {{ 0.0f, 1.0f, 0.7f}, 0x000000ff}, {{ 0.0f, 0.0f, 0.7f}, 0x000000ff}, }; static const D3DMATRIX ident_mat = {{{ 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 }}}; static const D3DMATRIX world_mat1 = {{{ 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, -0.5f, 1.0f }}}; static const D3DMATRIX world_mat2 = {{{ 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, 1.0f, 1.0f }}}; static const D3DMATRIX proj_mat = {{{ 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, -1.0f, 1.0f }}}; static const WORD Indices[] = {0, 1, 2, 2, 3, 0}; static const WORD Indices2[] = { 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14, 14, 15, 12, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", 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 %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %08x\n", 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 %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", 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, untransformed_1, sizeof(untransformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* That makes it use the Z value */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", 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, untransformed_2, sizeof(untransformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* transformed verts */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", 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(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", 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])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "EndScene returned %08x\n", hr); 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_match(color, 0x0000ff00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color); if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) { color = getPixelColor(device, 480, 360); ok(color_match(color, 0x0000ff00, 1), "Transformed vertex with linear table fog has color %08x\n", color); } else { /* Without fog table support the vertex fog is still applied, even though table fog is turned on. * The settings above result in no fogging with vertex fog */ color = getPixelColor(device, 480, 120); ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color); trace("Info: Table fog not supported by this device\n"); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Now test the special case fogstart == fogend */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); start = 512; end = 512; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start)); ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end)); ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr); /* Untransformed vertex, z coord = 0.1, fogstart = 512, fogend = 512. * Would result in a completely fog-free primitive because start > zcoord, * but because start == end, the primitive is fully covered by fog. The * same happens to the 2nd untransformed quad with z = 1.0. The third * transformed quad remains unfogged because the fogcoords are read from * the specular color and has fixed fogstart and fogend. */ hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", 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(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations, * but without shaders it seems to work everywhere */ end = 0.2; start = 0.8; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); /* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so * it doesn't seem very important for games. ATI cards also have problems with reversed table fog, * so skip this for now */ for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) { const char *mode = (i ? "table" : "vertex"); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE); ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR); ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 16 /* NumVerts */, 8 /* PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads, sizeof(rev_fog_quads[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x0000ff00, 1), "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00 or 0x0000fe00\n", mode, color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x2b, 0xd4), 2), "Reversed %s fog: z=0.7 has color 0x%08x\n", mode, color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xaa, 0x55), 2), "Reversed %s fog: z=0.4 has color 0x%08x\n", mode, color); color = getPixelColor(device, 480, 360); ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n"); break; } } if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) { /* A simple fog + non-identity world matrix test */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %#08x\n", hr); start = 0.0; end = 1.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end)); ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %#08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 4), "Unfogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Test fog behavior with an orthogonal (but non-identity) projection matrix */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear returned %#08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &ident_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); } else { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); } /* Test RANGEFOG vs FOGTABLEMODE */ if ((caps.RasterCaps & (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) == (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); /* z=0.5, x = +/- 1.0, y = +/- 1.0. In case of z fog the fog coordinate is * 0.5. With range fog it is sqrt(x*x + y*y + z*z) = 1.5 for all vertices. * Note that the fog coordinate is interpolated linearly across the vertices, * so the different eye distance at the screen center should not matter. */ start = 0.75f; end = 0.75001f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); /* Table fog: Range fog is not used */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 10, 10); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 10); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 470); ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); /* Vertex fog: Rangefog is used */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 10, 10); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 10); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); color = getPixelColor(device, 10, 470); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); color = getPixelColor(device, 630, 470); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Rangefog with vertex fog returned color 0x%08x\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); } else { skip("Range fog or table fog not supported, skipping range fog tests\n"); } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } /* 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. The way this test works is * that we sample in one of the corners of the cubemap with filtering enabled, * and check the interpolated color. There are essentially two reasonable * things an implementation can do: Either pick one of the faces and * interpolate the edge texel with itself (i.e., clamp within the face), or * interpolate between the edge texels of the three involved faces. It should * never involve the border color or the other side (texcoord wrapping) of a * face in the interpolation. */ static void test_cube_wrap(void) { IDirect3DVertexDeclaration9 *vertex_declaration; IDirect3DSurface9 *face_surface, *surface; IDirect3DCubeTexture9 *texture; D3DLOCKED_RECT locked_rect; IDirect3DDevice9 *device; unsigned int x, y, face; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; 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"}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)) { skip("No cube texture support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } 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 = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr); hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); 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++ = 0xff0000ff; } for (x = 64; x < 128; ++x) { *ptr++ = 0xffff0000; } } hr = IDirect3DSurface9_UnlockRect(surface); ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr); hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, 0, 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 = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0); 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); /* Create cube faces */ for (face = 1; face < 6; ++face) { 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 %08x\n", 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); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "Got color 0x%08x for addressing mode %s, expected 0x000000ff.\n", color, address_modes[x].name); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr); } IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DCubeTexture9_Release(texture); IDirect3DSurface9_Release(surface); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void offscreen_test(void) { IDirect3DSurface9 *backbuffer, *offscreen; IDirect3DTexture9 *offscreenTexture; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const float quad[][5] = { {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); if (!offscreenTexture) { trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5.\n"); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); if (!offscreenTexture) { skip("Cannot create an offscreen render target.\n"); IDirect3DDevice9_Release(device); goto done; } } hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); /* Draw without textures - Should result in a white quad. */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); /* This time with the texture. */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Center quad - should be white */ color = getPixelColor(device, 320, 240); ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* Some quad in the cleared part of the texture */ color = getPixelColor(device, 170, 240); ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color); /* Part of the originally cleared back buffer */ color = getPixelColor(device, 10, 10); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DSurface9_Release(backbuffer); IDirect3DTexture9_Release(offscreenTexture); IDirect3DSurface9_Release(offscreen); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } /* 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, non-linear * fog with shader, non-linear fog with foggy shader, * linear table fog with foggy shader */ static void fog_with_shader_test(void) { IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL}; IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL}; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DDevice9 *device; unsigned int i, j; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; union { float f; DWORD i; } start, end; /* 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 vertex shader with reversed fog computation ("foggy"), vs_2_0 */ static const DWORD vertex_shader_code3[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x05000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x03000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */ 0x03000005, 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, v0 */ 0x0000ffff }; static const DWORD pixel_shader_code2[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; struct { struct vec3 position; DWORD diffuse; } 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() }; /* 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, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* vertex shader */ {1, 0, D3DFOG_NONE, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* vertex shader and pixel shader */ /* The next 4 tests would read the fog coord output, but it isn't available. * The result is a fully fogged quad, no matter what the Z coord is. This is on * a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent. * These tests should be disabled if some other hardware behaves differently */ {1, 1, D3DFOG_NONE, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, /* These use the Z coordinate with linear table fog */ {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Non-linear table fog without fog coord */ {1, 1, D3DFOG_NONE, D3DFOG_EXP, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {1, 1, D3DFOG_NONE, D3DFOG_EXP2, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, /* These tests fail on older Nvidia drivers */ /* foggy vertex shader */ {2, 0, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 0, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* foggy vertex shader and pixel shader. First 4 tests with vertex fog, * all using the fixed fog-coord linear fog */ /* vs_1_1 with ps_1_1 */ {2, 1, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* vs_2_0 with ps_1_1 */ {3, 1, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 1, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 1, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 1, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* vs_1_1 with ps_2_0 */ {2, 2, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 2, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 2, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 2, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* vs_2_0 with ps_2_0 */ {3, 2, D3DFOG_NONE, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 2, D3DFOG_EXP, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 2, D3DFOG_EXP2, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {3, 2, D3DFOG_LINEAR, D3DFOG_NONE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* These use table fog. Here the shader-provided fog coordinate is * ignored and the z coordinate used instead */ {2, 1, D3DFOG_NONE, D3DFOG_EXP, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_EXP2, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, }; static const D3DMATRIX identity = {{{ 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, }}}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { skip("No shader model 2 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } /* NOTE: Changing these values will not affect the tests with foggy vertex * shader, as the values are hardcoded in the shader. */ start.f = 0.1f; end.f = 0.9f; /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); 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_CreateVertexShader(device, vertex_shader_code3, &vertex_shader[3]); 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_CreatePixelShader(device, pixel_shader_code2, &pixel_shader[2]); 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 < sizeof(test_data)/sizeof(test_data[0]); 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].position.z = 0.001f + (float)j / 10.02f; quad[1].position.z = 0.001f + (float)j / 10.02f; quad[2].position.z = 0.001f + (float)j / 10.02f; quad[3].position.z = 0.001f + (float)j / 10.02f; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 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); /* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); ok(color_match(color, test_data[i].color[j], 13), "fog vs%i ps%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]); } } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DVertexShader9_Release(vertex_shader[1]); IDirect3DVertexShader9_Release(vertex_shader[2]); IDirect3DVertexShader9_Release(vertex_shader[3]); IDirect3DPixelShader9_Release(pixel_shader[1]); IDirect3DPixelShader9_Release(pixel_shader[2]); IDirect3DVertexDeclaration9_Release(vertex_declaration); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void generate_bumpmap_textures(IDirect3DDevice9 *device) { unsigned int i, x, y; HRESULT hr; 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, 0); 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) { *ptr++ = D3DCOLOR_ARGB(0xff, x * 2, y * 2, 0); } } 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); } } /* Test the behavior of the texbem instruction with normal 2D and projective * 2D textures. */ static void texbem_test(void) { IDirect3DVertexDeclaration9 *vertex_declaration = NULL; /* Use asymmetric matrix to test loading. */ float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f}; IDirect3DPixelShader9 *pixel_shader = NULL; IDirect3DTexture9 *texture1, *texture2; IDirect3DTexture9 *texture = NULL; D3DLOCKED_RECT locked_rect; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; int i; 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 DWORD double_texbem_code[] = { 0xffff0103, /* ps_1_3 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */ 0x00000042, 0xb00f0002, /* tex t2 */ 0x00000043, 0xb00f0003, 0xb0e40002, /* texbem t3, t2 */ 0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */ 0x0000ffff /* end */ }; static const float quad[][7] = { {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, }; static const float quad_proj[][9] = { {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f}, {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f}, }; static const float double_quad[] = { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, }; 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() }, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No ps_1_1 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } generate_bumpmap_textures(device); 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); for(i=0; i<2; i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); 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); /* The Window 8 testbot (WARP) seems to use the transposed * D3DTSS_BUMPENVMAT matrix. */ color = getPixelColor(device, 160, 240); ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00007e00, 4)), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 240); ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00fe7e00, 4)), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 320, 120); ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x0080fe00, 4)), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 320, 360); ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00800000, 4)), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); 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_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); /* For the GetTexture */ hr = IDirect3DDevice9_SetTexture(device, i, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); } /* Test double texbem */ hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); ((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127; ((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); ((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127; ((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127; hr = IDirect3DTexture9_UnlockRect(texture1, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); { /* Some data without any meaning, just to have an 8x8 array to see which element is picked */ #define tex 0x00ff0000 #define tex1 0x0000ff00 #define origin 0x000000ff static const DWORD pixel_data[] = { 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, tex1 , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin, 0x000000ff, tex , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, }; #undef tex1 #undef tex2 #undef origin hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); for(i = 0; i < 8; i++) { memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD)); } hr = IDirect3DTexture9_UnlockRect(texture2, 0); ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader); ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4); ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr); bumpenvmat[0] =-1.0; bumpenvmat[2] = 2.0; bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.0; hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); bumpenvmat[0] = 1.5; bumpenvmat[2] = 0.0; bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.5; hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11); ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* The Window 8 testbot (WARP) seems to use the transposed * D3DTSS_BUMPENVMAT matrix. */ color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x0000ffff, 1)), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DPixelShader9_Release(pixel_shader); IDirect3DTexture9_Release(texture); IDirect3DTexture9_Release(texture1); IDirect3DTexture9_Release(texture2); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void z_range_test(void) { IDirect3DVertexShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, 0.0f, 1.1f}, 0xffff0000}, {{-1.0f, 1.0f, 1.1f}, 0xffff0000}, {{ 1.0f, 0.0f, -1.1f}, 0xffff0000}, {{ 1.0f, 1.0f, -1.1f}, 0xffff0000}, }, quad2[] = { {{-1.0f, 0.0f, 1.1f}, 0xff0000ff}, {{-1.0f, 1.0f, 1.1f}, 0xff0000ff}, {{ 1.0f, 0.0f, -1.1f}, 0xff0000ff}, {{ 1.0f, 1.0f, -1.1f}, 0xff0000ff}, }; static const struct { struct vec4 position; DWORD diffuse; } quad3[] = { {{640.0f, 240.0f, -1.1f, 1.0f}, 0xffffff00}, {{640.0f, 480.0f, -1.1f, 1.0f}, 0xffffff00}, {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xffffff00}, {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xffffff00}, }, quad4[] = { {{640.0f, 240.0f, -1.1f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, -1.1f, 1.0f}, 0xff00ff00}, {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xff00ff00}, {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xff00ff00}, }; static const DWORD shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */ 0x0000ffff /* end */ }; static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f}; static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, * then call Present. Then clear the color buffer to make sure it has some defined content * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut * by the depth value. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Test the untransformed vertex path */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Test the transformed vertex path */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Do not test the exact corner pixels, but go pretty close to them */ /* Clipped because z > 1.0 */ color = getPixelColor(device, 28, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 28, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); else ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); /* Not clipped, > z buffer clear value(0.75). * * On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth * values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is * equal to a stored depth buffer value of 0.5. */ color = getPixelColor(device, 31, 238); ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 31, 241); ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); color = getPixelColor(device, 100, 238); ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 241); ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); /* Not clipped, < z buffer clear value */ color = getPixelColor(device, 104, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 104, 241); ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); color = getPixelColor(device, 318, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 241); ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); /* Clipped because z < 0.0 */ color = getPixelColor(device, 321, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 321, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); else ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Test the shader path */ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("Vertex shaders not supported, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_1, 1); ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_2, 1); ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); IDirect3DVertexShader9_Release(shader); /* Z < 1.0 */ color = getPixelColor(device, 28, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* 1.0 < z < 0.75 */ color = getPixelColor(device, 31, 238); ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 238); ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); /* 0.75 < z < 0.0 */ color = getPixelColor(device, 104, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); /* 0.0 < z */ color = getPixelColor(device, 321, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void fill_surface(IDirect3DSurface9 *surface, DWORD color, DWORD flags) { D3DSURFACE_DESC desc; D3DLOCKED_RECT l; HRESULT hr; unsigned int x, y; DWORD *mem; memset(&desc, 0, sizeof(desc)); memset(&l, 0, sizeof(l)); hr = IDirect3DSurface9_GetDesc(surface, &desc); ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr); hr = IDirect3DSurface9_LockRect(surface, &l, NULL, flags); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %08x\n", hr); if(FAILED(hr)) return; for(y = 0; y < desc.Height; y++) { mem = (DWORD *) ((BYTE *) l.pBits + y * l.Pitch); for(x = 0; x < l.Pitch / sizeof(DWORD); x++) { mem[x] = color; } } hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed with %08x\n", hr); } static void stretchrect_test(void) { IDirect3DSurface9 *surf_tex_rt32, *surf_tex_rt64, *surf_tex_rt_dest64, *surf_tex_rt_dest640_480; IDirect3DSurface9 *surf_offscreen32, *surf_offscreen64, *surf_offscreen_dest64; IDirect3DTexture9 *tex_rt32, *tex_rt64, *tex_rt_dest64, *tex_rt_dest640_480; IDirect3DSurface9 *surf_tex32, *surf_tex64, *surf_tex_dest64; IDirect3DSurface9 *surf_rt32, *surf_rt64, *surf_rt_dest64; IDirect3DTexture9 *tex32, *tex64, *tex_dest64; IDirect3DSurface9 *surf_temp32, *surf_temp64; IDirect3DSurface9 *backbuffer; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const RECT src_rect = {0, 0, 640, 480}; static const RECT src_rect_flipy = {0, 480, 640, 0}; static const RECT dst_rect = {0, 0, 640, 480}; static const RECT dst_rect_flipy = {0, 480, 640, 0}; static const RECT src_rect64 = {0, 0, 64, 64}; static const RECT src_rect64_flipy = {0, 64, 64, 0}; static const RECT dst_rect64 = {0, 0, 64, 64}; static const RECT dst_rect64_flipy = {0, 64, 64, 0}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } /* Create our temporary surfaces in system memory. */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); /* Create offscreen plain surfaces in D3DPOOL_DEFAULT. */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); /* Create render target surfaces. */ hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL ); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL ); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL ); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); /* Create render target textures. */ hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest640_480, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest640_480, 0, &surf_tex_rt_dest640_480); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); /* Create regular textures in D3DPOOL_DEFAULT. */ hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); /********************************************************************** * Tests for when the source parameter is an offscreen plain surface. * **********************************************************************/ /* Fill the offscreen 64x64 surface with green. */ fill_surface(surf_offscreen64, 0xff00ff00, 0); /* offscreenplain ==> offscreenplain, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_offscreen_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* offscreenplain ==> rendertarget texture, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* offscreenplain ==> rendertarget surface, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* offscreenplain ==> texture, same size (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Fill the smaller offscreen surface with red. */ fill_surface(surf_offscreen32, 0xffff0000, 0); /* offscreenplain ==> offscreenplain, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* offscreenplain ==> rendertarget texture, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* offscreenplain ==> rendertarget surface, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* offscreenplain ==> texture, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /************************************************************* * Tests for when the source parameter is a regular texture. * *************************************************************/ /* Fill the surface of the regular texture with blue. */ /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */ fill_surface(surf_temp64, 0xff0000ff, 0); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); /* texture ==> offscreenplain, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* texture ==> rendertarget texture, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* texture ==> rendertarget surface, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* texture ==> texture, same size (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Fill the surface of the smaller regular texture with red. */ /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */ fill_surface(surf_temp32, 0xffff0000, 0); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); /* texture ==> offscreenplain, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* texture ==> rendertarget texture, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* texture ==> rendertarget surface, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* texture ==> texture, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /****************************************************************** * Tests for when the source parameter is a rendertarget texture. * ******************************************************************/ /* Fill the surface of the rendertarget texture with white. */ /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */ fill_surface(surf_temp64, 0xffffffff, 0); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); /* rendertarget texture ==> offscreenplain, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget texture ==> rendertarget texture, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget texture ==> rendertarget surface, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget texture ==> texture, same size (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Fill the surface of the smaller rendertarget texture with red. */ /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */ fill_surface(surf_temp32, 0xffff0000, 0); hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); /* rendertarget texture ==> offscreenplain, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget texture ==> rendertarget texture, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* rendertarget texture ==> rendertarget surface, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* rendertarget texture ==> texture, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /****************************************************************** * Tests for when the source parameter is a rendertarget surface. * ******************************************************************/ /* Fill the surface of the rendertarget surface with black. */ fill_surface(surf_rt64, 0xff000000, 0); /* rendertarget texture ==> offscreenplain, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget surface ==> rendertarget texture, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 32, 32); ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget surface ==> rendertarget surface, same size. */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 32, 32); ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy, surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget surface ==> texture, same size (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Fill the surface of the smaller rendertarget texture with red. */ fill_surface(surf_rt32, 0xffff0000, 0); /* rendertarget surface ==> offscreenplain, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* rendertarget surface ==> rendertarget texture, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* We can't lock rendertarget textures, so copy to our temp surface first. */ hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64); ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr); color = getPixelColorFromSurface(surf_temp64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* rendertarget surface ==> rendertarget surface, scaling. */ hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColorFromSurface(surf_rt_dest64, 48, 48); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); /* rendertarget surface ==> texture, scaling (should fail). */ hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE); todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* backbuffer ==> surface tests (no scaling). */ /* Blit with NULL rectangles. */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, NULL, surf_tex_rt_dest640_480, NULL, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Blit without scaling. */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through src_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect_flipy, surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* Flipping in y-direction through dst_rect, no scaling (not allowed). */ hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, surf_tex_rt_dest640_480, &dst_rect_flipy, D3DTEXF_NONE); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); /* TODO: Test format conversions. */ IDirect3DSurface9_Release(backbuffer); IDirect3DSurface9_Release(surf_rt32); IDirect3DSurface9_Release(surf_rt64); IDirect3DSurface9_Release(surf_rt_dest64); IDirect3DSurface9_Release(surf_temp32); IDirect3DSurface9_Release(surf_temp64); IDirect3DSurface9_Release(surf_offscreen32); IDirect3DSurface9_Release(surf_offscreen64); IDirect3DSurface9_Release(surf_offscreen_dest64); IDirect3DSurface9_Release(surf_tex_rt32); IDirect3DTexture9_Release(tex_rt32); IDirect3DSurface9_Release(surf_tex_rt64); IDirect3DTexture9_Release(tex_rt64); IDirect3DSurface9_Release(surf_tex_rt_dest64); IDirect3DTexture9_Release(tex_rt_dest64); IDirect3DSurface9_Release(surf_tex_rt_dest640_480); IDirect3DTexture9_Release(tex_rt_dest640_480); IDirect3DSurface9_Release(surf_tex32); IDirect3DTexture9_Release(tex32); IDirect3DSurface9_Release(surf_tex64); IDirect3DTexture9_Release(tex64); IDirect3DSurface9_Release(surf_tex_dest64); IDirect3DTexture9_Release(tex_dest64); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void maxmip_test(void) { IDirect3DTexture9 *texture; IDirect3DSurface9 *surface; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; DWORD ret; static const struct { struct { float x, y, z; float s, t; } v[4]; } quads[] = { {{ {-1.0, -1.0, 0.0, 0.0, 0.0}, {-1.0, 0.0, 0.0, 0.0, 1.0}, { 0.0, -1.0, 0.0, 1.0, 0.0}, { 0.0, 0.0, 0.0, 1.0, 1.0}, }}, {{ { 0.0, -1.0, 0.0, 0.0, 0.0}, { 0.0, 0.0, 0.0, 0.0, 1.0}, { 1.0, -1.0, 0.0, 1.0, 0.0}, { 1.0, 0.0, 0.0, 1.0, 1.0}, }}, {{ { 0.0, 0.0, 0.0, 0.0, 0.0}, { 0.0, 1.0, 0.0, 0.0, 1.0}, { 1.0, 0.0, 0.0, 1.0, 0.0}, { 1.0, 1.0, 0.0, 1.0, 1.0}, }}, {{ {-1.0, 0.0, 0.0, 0.0, 0.0}, {-1.0, 1.0, 0.0, 0.0, 1.0}, { 0.0, 0.0, 0.0, 1.0, 0.0}, { 0.0, 1.0, 0.0, 1.0, 1.0}, }}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)) { skip("No mipmap support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); fill_surface(surface, 0xffff0000, 0); IDirect3DSurface9_Release(surface); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface); ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); fill_surface(surface, 0xff00ff00, 0); IDirect3DSurface9_Release(surface); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface); ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr); fill_surface(surface, 0xff0000ff, 0); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* With mipmapping disabled, the max mip level is ignored, only level 0 is used */ color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "MaxMip 0, no mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "MaxMip 1, no mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000, "MaxMip 2, no mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ff0000, "MaxMip 3, no mipfilter has color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Max Mip level 0-2 sample from the specified texture level, Max Mip * level 3 (> levels in texture) samples from the highest level in the * texture (level 2). */ color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "MaxMip 0, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000ff00, "MaxMip 1, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "MaxMip 2, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x000000ff, "MaxMip 3, point mipfilter has color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Mipmapping OFF, LOD level smaller than MAXMIPLEVEL. LOD level limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 1); ok(ret == 0, "Got unexpected LOD %u.\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Mipmapping ON, LOD level smaller than max mip level. LOD level limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 2); ok(ret == 1, "Got unexpected LOD %u.\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Mipmapping ON, LOD level bigger than max mip level. MAXMIPLEVEL limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 1); ok(ret == 2, "Got unexpected LOD %u.\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Mipmapping OFF, LOD level bigger than max mip level. LOD level limits */ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); ret = IDirect3DTexture9_SetLOD(texture, 1); ok(ret == 1, "Got unexpected LOD %u.\n", ret); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Max Mip level 0-2 sample from the specified texture level, Max Mip * level 3 (> levels in texture) samples from the highest level in the * texture (level 2). */ color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "MaxMip 0, LOD 1, none mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x000000ff, "MaxMip 1, LOD 2, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "MaxMip 2, LOD 1, point mipfilter has color 0x%08x.\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000ff00, "MaxMip 2, LOD 1, none mipfilter has color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void release_buffer_test(void) { IDirect3DVertexBuffer9 *vb; IDirect3DIndexBuffer9 *ib; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; BYTE *data; LONG ref; static const short indices[] = {3, 4, 5}; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0xffff0000}, {{-1.0f, 1.0f, 0.1f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.1f}, 0xffff0000}, {{-1.0f, -1.0f, 0.1f}, 0xff00ff00}, {{-1.0f, 1.0f, 0.1f}, 0xff00ff00}, {{ 1.0f, 1.0f, 0.1f}, 0xff00ff00}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } /* Index and vertex buffers should always be creatable */ hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer9_Unlock(ib); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DDevice9_SetIndices(device, ib); ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); /* Now destroy the bound index buffer and draw again */ ref = IDirect3DIndexBuffer9_Release(ib); ok(ref == 0, "Index Buffer reference count is %08d\n", ref); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent * D3D from making assumptions about the indices or vertices. */ hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); /* Index buffer was already destroyed as part of the test */ IDirect3DVertexBuffer9_Release(vb); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void float_texture_test(void) { IDirect3DTexture9 *texture; IDirect3DDevice9 *device; D3DLOCKED_RECT lr; IDirect3D9 *d3d; ULONG refcount; float *data; DWORD color; HWND window; HRESULT hr; static const float quad[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) { skip("D3DFMT_R32F textures not supported\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); data = lr.pBits; *data = 0.0; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 240, 320); ok(color == 0x0000ffff, "R32F with value 0.0 has color %08x, expected 0x0000ffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void g16r16_texture_test(void) { IDirect3DTexture9 *texture; IDirect3DDevice9 *device; D3DLOCKED_RECT lr; IDirect3D9 *d3d; ULONG refcount; DWORD *data; DWORD color; HWND window; HRESULT hr; static const float quad[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK) { skip("D3DFMT_G16R16 textures not supported\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); data = lr.pBits; *data = 0x0f00f000; hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 240, 320); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xf0, 0x0f, 0xff), 1), "D3DFMT_G16R16 with value 0x00ffff00 has color %08x, expected 0x00f00fff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void check_rect(IDirect3DDevice9 *device, RECT r, const char *message) { LONG x_coords[2][2] = { {r.left - 1, r.left + 1}, {r.right + 1, r.right - 1}, }; LONG y_coords[2][2] = { {r.top - 1, r.top + 1}, {r.bottom + 1, r.bottom - 1} }; unsigned int i, j, x_side, y_side; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { for (x_side = 0; x_side < 2; ++x_side) { for (y_side = 0; y_side < 2; ++y_side) { unsigned int x = x_coords[i][x_side], y = y_coords[j][y_side]; DWORD color; DWORD expected = (x_side == 1 && y_side == 1) ? 0x00ffffff : 0; color = getPixelColor(device, x, y); ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x\n", message, x, y, color, expected); } } } } } struct projected_textures_test_run { const char *message; DWORD flags; IDirect3DVertexDeclaration9 *decl; BOOL vs, ps; RECT rect; }; static void projected_textures_test(IDirect3DDevice9 *device, struct projected_textures_test_run tests[4]) { unsigned int i; static const DWORD vertex_shader[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xe00f0000, 0x90e40001, /* mov oT0, v1 */ 0x0000ffff /* end */ }; static const DWORD pixel_shader[] = { 0xffff0103, /* ps_1_3 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x0000ffff /* end */ }; IDirect3DVertexShader9 *vs = NULL; IDirect3DPixelShader9 *ps = NULL; IDirect3D9 *d3d; D3DCAPS9 caps; HRESULT hr; IDirect3DDevice9_GetDirect3D(device, &d3d); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed (%08x)\n", hr); IDirect3D9_Release(d3d); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); } if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 3)) { hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { DWORD value = 0xdeadbeef; static const float proj_quads[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, -1.0f, 0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, 0.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, 0.0f, 0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, 0.0f, 0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, 1.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, 1.0f, 0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, -1.0f, 1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, 0.0f, 0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, 0.0f, 1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f, 0.0f, 1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f, 1.0f, 0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f, 1.0f, 1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f, }; if (tests[i].vs) { if (!vs) { skip("Vertex shaders not supported, skipping\n"); continue; } hr = IDirect3DDevice9_SetVertexShader(device, vs); } else hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); if (tests[i].ps) { if (!ps) { skip("Pixel shaders not supported, skipping\n"); continue; } hr = IDirect3DDevice9_SetPixelShader(device, ps); } else hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, tests[i].decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &value); ok(SUCCEEDED(hr) && value == tests[i].flags, "GetTextureStageState returned: hr %08x, value %08x.\n", hr, value); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &proj_quads[i * 4 * 7], 7 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); } hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); hr = IDirect3DDevice9_SetPixelShader(device, NULL); if (vs) IDirect3DVertexShader9_Release(vs); if (ps) IDirect3DPixelShader9_Release(ps); for (i = 0; i < 4; ++i) { if ((!tests[i].vs || vs) && (!tests[i].ps || ps)) check_rect(device, tests[i].rect, tests[i].message); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); } static void texture_transform_flags_test(void) { HRESULT hr; IDirect3D9 *d3d; D3DFORMAT fmt = D3DFMT_X8R8G8B8; D3DCAPS9 caps; IDirect3DTexture9 *texture = NULL; IDirect3DVolumeTexture9 *volume = NULL; IDirect3DDevice9 *device; unsigned int x, y, z; D3DLOCKED_RECT lr; D3DLOCKED_BOX lb; D3DCOLOR color; ULONG refcount; HWND window; UINT w, h; IDirect3DVertexDeclaration9 *decl, *decl2, *decl3, *decl4; 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 D3DVERTEXELEMENT9 decl_elements2[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements3[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements4[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const unsigned char proj_texdata[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; static const D3DMATRIX identity = {{{ 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, }}}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&lr, 0, sizeof(lr)); memset(&lb, 0, sizeof(lb)); if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK) fmt = D3DFMT_A16B16G16R16; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements3, &decl3); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements4, &decl4); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLOROP) returned %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLORARG1) returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr); w = min(1024, caps.MaxTextureWidth); h = min(1024, caps.MaxTextureHeight); hr = IDirect3DDevice9_CreateTexture(device, w, h, 1, 0, fmt, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); if (!texture) { skip("Failed to create the test texture.\n"); IDirect3DDevice9_Release(device); goto done; } /* Unfortunately there is no easy way to set up a texture coordinate passthrough * in d3d fixed function pipeline, so create a texture that has a gradient from 0.0 to * 1.0 in red and green for the x and y coords */ hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr); for(y = 0; y < h; y++) { for(x = 0; x < w; x++) { double r_f = (double) y / (double) h; double g_f = (double) x / (double) w; if(fmt == D3DFMT_A16B16G16R16) { unsigned short r, g; unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8); r = (unsigned short) (r_f * 65536.0); g = (unsigned short) (g_f * 65536.0); dst[0] = r; dst[1] = g; dst[2] = 0; dst[3] = 65535; } else { unsigned char *dst = ((unsigned char *) lr.pBits) + y * lr.Pitch + x * 4; unsigned char r = (unsigned char) (r_f * 255.0); unsigned char g = (unsigned char) (g_f * 255.0); dst[0] = 0; dst[1] = g; dst[2] = r; dst[3] = 255; } } } hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { static const float quad1[] = { -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, }; static const float quad2[] = { -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, -1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.5f, 0.5f, 0.0f, 1.0f, 0.1f, 0.5f, 0.5f, 1.0f, 0.0f, 0.1f, 0.5f, 0.5f, 1.0f, 1.0f, 0.1f, 0.5f, 0.5f, }; static const float quad4[] = { 320.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 320.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f, 640.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 640.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f, }; D3DMATRIX mat = {{{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }}}; /* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* What happens with transforms enabled? */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* What happens if 4 coords are used, but only 2 given ?*/ U(mat).m[2][0] = 1.0f; U(mat).m[3][1] = 1.0f; hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* What happens with transformed geometry? This setup lead to 0/0 coords with untransformed * geometry. If the same applies to transformed vertices, the quad will be black, otherwise red, * due to the coords in the vertices. (turns out red, indeed) */ memset(&mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ffff00, 1), "quad 1 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000ff00, 1), "quad 3 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00ff0000, 1), "quad 4 has color %08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { static const float quad1[] = { -1.0f, -1.0f, 0.1f, 0.8f, 0.2f, -1.0f, 0.0f, 0.1f, 0.8f, 0.2f, 0.0f, -1.0f, 0.1f, 0.8f, 0.2f, 0.0f, 0.0f, 0.1f, 0.8f, 0.2f, }; static const float quad2[] = { -1.0f, 0.0f, 0.1f, 0.5f, 1.0f, -1.0f, 1.0f, 0.1f, 0.5f, 1.0f, 0.0f, 0.0f, 0.1f, 0.5f, 1.0f, 0.0f, 1.0f, 0.1f, 0.5f, 1.0f, }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.5f, 1.0f, 0.0f, 1.0f, 0.1f, 0.5f, 1.0f, 1.0f, 0.0f, 0.1f, 0.5f, 1.0f, 1.0f, 1.0f, 0.1f, 0.5f, 1.0f, }; static const float quad4[] = { 0.0f, -1.0f, 0.1f, 0.8f, 0.2f, 0.0f, 0.0f, 0.1f, 0.8f, 0.2f, 1.0f, -1.0f, 0.1f, 0.8f, 0.2f, 1.0f, 0.0f, 0.1f, 0.8f, 0.2f, }; D3DMATRIX mat = {{{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }}}; /* What happens to the default 1 in the 3rd coordinate if it is disabled? */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers * it behaves like COUNT2 because normal textures require 2 coords. */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Just to be sure, the same as quad2 above */ memset(&mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not * used? And what happens to the first? */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 1), "quad 1 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x00ff8000, 1) || color == 0x00000000, "quad 3 has color %08x, expected 0x00ff8000\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00ff0000, 1), "quad 4 has color %08x, expected 0x0033cc00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DTexture9_Release(texture); /* Test projected textures, without any fancy matrices */ hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); if (SUCCEEDED(hr)) { struct projected_textures_test_run projected_tests_1[4] = { { "D3DTTFF_COUNT4 | D3DTTFF_PROJECTED - bottom left", D3DTTFF_COUNT4 | D3DTTFF_PROJECTED, decl3, FALSE, TRUE, {120, 300, 240, 390}, }, { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED - bottom right", D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, decl3, FALSE, TRUE, {400, 360, 480, 420}, }, /* Try with some invalid values */ { "0xffffffff (draws like COUNT4 | PROJECTED) - top left", 0xffffffff, decl3, FALSE, TRUE, {120, 60, 240, 150} }, { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (draws non-projected) - top right", D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, decl4, FALSE, TRUE, {340, 210, 360, 225}, } }; struct projected_textures_test_run projected_tests_2[4] = { { "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED, texcoord has 4 components) - bottom left", D3DTTFF_PROJECTED, decl3, FALSE, TRUE, {120, 300, 240, 390}, }, { "D3DTTFF_PROJECTED (like COUNT3 | PROJECTED, texcoord has only 3 components) - bottom right", D3DTTFF_PROJECTED, decl, FALSE, TRUE, {400, 360, 480, 420}, }, { "0xffffffff (like COUNT3 | PROJECTED, texcoord has only 3 components) - top left", 0xffffffff, decl, FALSE, TRUE, {80, 120, 160, 180}, }, { "D3DTTFF_COUNT1 (draws non-projected) - top right", D3DTTFF_COUNT1, decl4, FALSE, TRUE, {340, 210, 360, 225}, } }; struct projected_textures_test_run projected_tests_3[4] = { { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom left", D3DTTFF_PROJECTED, decl3, TRUE, FALSE, {120, 300, 240, 390}, }, { "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom right", D3DTTFF_COUNT3 | D3DTTFF_PROJECTED, decl3, TRUE, TRUE, {440, 300, 560, 390}, }, { "0xffffffff (like COUNT4 | PROJECTED) - top left", 0xffffffff, decl3, TRUE, TRUE, {120, 60, 240, 150}, }, { "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - top right", D3DTTFF_PROJECTED, decl3, FALSE, FALSE, {440, 60, 560, 150}, }, }; hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr); for(x = 0; x < 4; x++) { memcpy(((BYTE *) lr.pBits) + lr.Pitch * x, proj_texdata + 4 * x, 4 * sizeof(proj_texdata[0])); } hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); projected_textures_test(device, projected_tests_1); projected_textures_test(device, projected_tests_2); projected_textures_test(device, projected_tests_3); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); IDirect3DTexture9_Release(texture); } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Use a smaller volume texture than the biggest possible size for memory and performance reasons * Thus watch out if sampling from texels between 0 and 1. */ hr = IDirect3DDevice9_CreateVolumeTexture(device, 32, 32, 32, 1, 0, fmt, D3DPOOL_MANAGED, &volume, 0); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateVolumeTexture failed with %08x\n", hr); if(!volume) { skip("Failed to create a volume texture\n"); goto out; } hr = IDirect3DVolumeTexture9_LockBox(volume, 0, &lb, NULL, 0); ok(hr == D3D_OK, "IDirect3DVolumeTexture9_LockBox failed with %08x\n", hr); for(z = 0; z < 32; z++) { for(y = 0; y < 32; y++) { for(x = 0; x < 32; x++) { char size = (fmt == D3DFMT_A16B16G16R16 ? 8 : 4); void *mem = ((char *) lb.pBits) + y * lb.RowPitch + z * lb.SlicePitch + x * size; float r_f = (float) x / 31.0; float g_f = (float) y / 31.0; float b_f = (float) z / 31.0; if(fmt == D3DFMT_A16B16G16R16) { unsigned short *mem_s = mem; mem_s[0] = r_f * 65535.0; mem_s[1] = g_f * 65535.0; mem_s[2] = b_f * 65535.0; mem_s[3] = 65535; } else { unsigned char *mem_c = mem; mem_c[0] = b_f * 255.0; mem_c[1] = g_f * 255.0; mem_c[2] = r_f * 255.0; mem_c[3] = 255; } } } } hr = IDirect3DVolumeTexture9_UnlockBox(volume, 0); ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume); ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { static const float quad1[] = { -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, }; static const float quad2[] = { -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 1.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 1.0f, 0.1f, 0.0f, 0.0f, }; static const float quad4[] = { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, }; D3DMATRIX mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); /* Draw a quad with all 3 coords enabled. Nothing fancy. v and w are swapped, but have the same * values */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* Now disable the w coordinate. Does that change the input, or the output. The coordinates * are swapped by the matrix. If it changes the input, the v coord will be missing(green), * otherwise the w will be missing(blue). * turns out that on nvidia cards the blue color is missing, so it is an output modification. * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 3 */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* D3DTTFF_COUNT1. Set a NULL matrix, and count1, pass in all values as 1.0. Nvidia has count1 == * disable. ATI extends it up to the amount of values needed for the volume texture */ memset(&mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color == 0x00ffffff, "quad 1 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ffff00 /* NV*/ || color == 0x00ffffff /* ATI */, "quad 2 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "quad 3 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x00ffffff || color == 0x0000ff00, "quad 4 has color %08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr); if(SUCCEEDED(hr)) { static const float quad1[] = { -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, }; static const float quad2[] = { -1.0f, 0.0f, 0.1f, -1.0f, 1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f, }; static const D3DMATRIX mat = {{{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }}}; static const D3DMATRIX mat2 = {{{ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, }}}; hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); /* Default values? 4 coords used, 3 passed. What happens to the 4th? * Use COUNT3 because newer Nvidia drivers return black when there are more (output) coords * than being used by the texture(volume tex -> 3). Again, as shown in earlier test the COUNTx * affects the post-transformation output, so COUNT3 plus the matrix above is OK for testing the * 4th *input* coordinate. */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* None passed */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); /* 4 used, 1 passed */ hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 4 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "quad 1 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "quad 2 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000, "quad 3 has color %08x, expected 0x00ff0000\n", color); /* Quad4: unused */ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVolumeTexture9_Release(volume); out: IDirect3DVertexDeclaration9_Release(decl); IDirect3DVertexDeclaration9_Release(decl2); IDirect3DVertexDeclaration9_Release(decl3); IDirect3DVertexDeclaration9_Release(decl4); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void texdepth_test(void) { IDirect3DPixelShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const float texdepth_test_data1[] = { 0.25f, 2.0f, 0.0f, 0.0f}; static const float texdepth_test_data2[] = { 0.25f, 0.5f, 0.0f, 0.0f}; static const float texdepth_test_data3[] = {-1.00f, 0.1f, 0.0f, 0.0f}; static const float texdepth_test_data4[] = {-0.25f, -0.5f, 0.0f, 0.0f}; static const float texdepth_test_data5[] = { 1.00f, -0.1f, 0.0f, 0.0f}; static const float texdepth_test_data6[] = { 1.00f, 0.5f, 0.0f, 0.0f}; static const float texdepth_test_data7[] = { 0.50f, 0.0f, 0.0f, 0.0f}; static const DWORD shader_code[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c1, 0, 0, 1, 1 */ 0x00000001, 0x800f0005, 0xa0e40000, /* mov r5, c0 */ 0x0000fffd, /* phase */ 0x00000057, 0x800f0005, /* texdepth r5 */ 0x00000001, 0x800f0000, 0xa0e40001, /* mov r0, c1 */ 0x0000ffff /* end */ }; static const float vertex[] = { -1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) { skip("No ps_1_4 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF returned %#x.\n", hr); /* Fill the depth buffer with a gradient */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Now perform the actual tests. Same geometry, but with the shader */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 158, 240); ok(color == 0x000000ff, "Pixel 158(25%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 162, 240); ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 318, 240); ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 322, 240); ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 1, 240); ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 318, 240); ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 322, 240); ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 1, 240); ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 638, 240); ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 638, 240); ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void texkill_test(void) { IDirect3DPixelShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const float vertex[] = { /* bottom top right left */ -1.0f, -1.0f, 1.0f, -0.1f, 0.9f, 0.9f, -0.1f, -1.0f, 1.0f, 1.0f, -0.1f, 0.9f, -0.1f, 0.9f, 1.0f, -1.0f, 0.0f, 0.9f, -0.1f, 0.9f, -0.1f, 1.0f, 1.0f, 0.0f, 0.9f, -0.1f, -0.1f, 0.9f, }; static const DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ 0x00000041, 0xb00f0000, /* texkill t0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000ffff /* end */ }; static const DWORD shader_code_20[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 0.0, 0.0, 1.0, 1.0 */ 0x01000041, 0xb00f0000, /* texkill t0 */ 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ 0x0000ffff /* end */ }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No ps_1_1 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 63, 46); ok(color == 0x0000ff00, "Pixel 63/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 66, 46); ok(color == 0x0000ff00, "Pixel 66/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 63, 49); ok(color == 0x0000ff00, "Pixel 63/49 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 66, 49); ok(color == 0x00ff0000, "Pixel 66/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 578, 46); ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 575, 46); ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 578, 49); ok(color == 0x0000ff00, "Pixel 578/49 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 575, 49); ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 63, 430); ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 63, 433); ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 66, 433); ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 66, 430); ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 578, 430); ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 578, 433); ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 575, 433); ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 575, 430); ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); IDirect3DPixelShader9_Release(shader); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); if (FAILED(IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader))) { skip("Failed to create 2.0 test shader, most likely not supported.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 63, 46); ok(color == 0x00ffff00, "Pixel 63/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 46); ok(color == 0x00ffff00, "Pixel 66/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 63, 49); ok(color == 0x00ffff00, "Pixel 63/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 49); ok(color == 0x000000ff, "Pixel 66/49 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 578, 46); ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 46); ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 578, 49); ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 49); ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 63, 430); ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 63, 433); ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 433); ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 66, 430); ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 578, 430); ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 578, 433); ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 433); ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 575, 430); ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void autogen_mipmap_test(void) { IDirect3DTexture9 *texture = NULL; IDirect3DSurface9 *surface; IDirect3DDevice9 *device; unsigned int x, y; D3DLOCKED_RECT lr; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const RECT r1 = {256, 256, 512, 512}; static const RECT r2 = {512, 256, 768, 512}; static const RECT r3 = {256, 512, 512, 768}; static const RECT r4 = {512, 512, 768, 768}; static const float quad[] = { -0.5f, -0.5f, 0.1f, 0.0f, 0.0f, -0.5f, 0.5f, 0.1f, 0.0f, 1.0f, 0.5f, -0.5f, 0.1f, 1.0f, 0.0f, 0.5f, 0.5f, 0.1f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK) { skip("No autogenmipmap support.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Make the mipmap big, so that a smaller mipmap is used */ hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 0, D3DUSAGE_AUTOGENMIPMAP, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, 0); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %08x\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr); for(y = 0; y < 1024; y++) { for(x = 0; x < 1024; x++) { DWORD *dst = (DWORD *) (((BYTE *) lr.pBits) + y * lr.Pitch + x * 4); POINT pt; pt.x = x; pt.y = y; if(PtInRect(&r1, pt)) { *dst = 0xffff0000; } else if(PtInRect(&r2, pt)) { *dst = 0xff00ff00; } else if(PtInRect(&r3, pt)) { *dst = 0xff0000ff; } else if(PtInRect(&r4, pt)) { *dst = 0xff000000; } else { *dst = 0xffffffff; } } } hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned %08x\n", hr); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); color = getPixelColor(device, 200, 200); ok(color == 0x00ffffff, "pixel 200/200 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 280, 200); ok(color == 0x000000ff, "pixel 280/200 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 360, 200); ok(color == 0x00000000, "pixel 360/200 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 440, 200); ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 200, 270); ok(color == 0x00ffffff, "pixel 200/270 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 280, 270); ok(color == 0x00ff0000, "pixel 280/270 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 360, 270); ok(color == 0x0000ff00, "pixel 360/270 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 440, 270); ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_constant_clamp_vs(void) { IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2; IDirect3DVertexDeclaration9 *decl; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const DWORD shader_code_11[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* end */ }; static const DWORD shader_code_11_2[] = { 0xfffe0101, /* vs_1_1 */ 0x00000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, /* dcl ... */ 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* dcl ... */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* end */ }; static const DWORD shader_code_20[] = { 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 shader_code_20_2[] = { 0xfffe0200, /* vs_2_0 */ 0x05000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, 0x05000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, 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 D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; static const float quad1[] = { -1.0f, -1.0f, 0.1f, -1.0f, 0.0f, 0.1f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, }; static const float quad2[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.1f, }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; static const float quad4[] = { -1.0f, 0.0f, 0.1f, -1.0f, 1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, }; static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f}; static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 1.0f}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20, &shader_20); if(FAILED(hr)) shader_20 = NULL; hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20_2, &shader_20_2); if(FAILED(hr)) shader_20_2 = NULL; hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_11); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); if (shader_20) { hr = IDirect3DDevice9_SetVertexShader(device, shader_20); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } if (shader_20_2) { hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 1 has color %08x, expected 0x00bfbf80\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 2 has color %08x, expected 0x00bfbf80\n", color); if(shader_20) { color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 3 has color %08x, expected 0x00bfbf80\n", color); } if(shader_20_2) { color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 4 has color %08x, expected 0x00bfbf80\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVertexDeclaration9_Release(decl); if(shader_20_2) IDirect3DVertexShader9_Release(shader_20_2); if(shader_20) IDirect3DVertexShader9_Release(shader_20); IDirect3DVertexShader9_Release(shader_11_2); IDirect3DVertexShader9_Release(shader_11); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void constant_clamp_ps_test(void) { IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_12[] = { 0xffff0102, /* ps_1_2 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x0000ffff /* end */ }; /* Skip 1.3 shaders because we have only 4 quads (ok, could make them * smaller if needed). 1.2 and 1.4 shaders behave the same, so it's * unlikely that 1.3 shaders are different. During development of this * test, 1.3 shaders were verified too. */ static const DWORD shader_code_14[] = { 0xffff0104, /* ps_1_4 */ /* Try to make one constant local. It gets clamped too, although the * binary contains the bigger numbers. */ 0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* def c2, -0.5, 1.25, 2, 1 */ 0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_20[] = { 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 float quad1[] = { -1.0f, -1.0f, 0.1f, -1.0f, 0.0f, 0.1f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, }; static const float quad2[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.1f, }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; static const float quad4[] = { -1.0f, 0.0f, 0.1f, -1.0f, 1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, }; static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f}; static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 1.0f}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) { skip("No ps_1_4 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader_20); if(FAILED(hr)) shader_20 = NULL; hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_11); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_12); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_14); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); if (shader_20) { hr = IDirect3DDevice9_SetPixelShader(device, shader_20); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), "quad 1 has color %08x, expected 0x00808000\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), "quad 2 has color %08x, expected 0x00808000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1), "quad 3 has color %08x, expected 0x00808000\n", color); if(shader_20) { color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1), "quad 4 has color %08x, expected 0x00bfbf80\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); if(shader_20) IDirect3DPixelShader9_Release(shader_20); IDirect3DPixelShader9_Release(shader_14); IDirect3DPixelShader9_Release(shader_12); IDirect3DPixelShader9_Release(shader_11); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void dp2add_ps_test(void) { IDirect3DPixelShader9 *shader_dp2add_sat; IDirect3DPixelShader9 *shader_dp2add; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; /* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2. * One D3D restriction of all shader instructions except SINCOS is that no more than 2 * source tokens can be constants. So, for this exercise, we move contents of c0 to * r0 first. * The result here for the r,g,b components should be roughly 0.5: * (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */ static const DWORD shader_code_dp2add[] = { 0xffff0200, /* ps_2_0 */ 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add r0.rgb, r0, r0, r0.a */ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; /* Test the _sat modifier, too. Result here should be: * DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5 * _SAT: ==> 1.0 * ADD: (1.0 + -0.5) = 0.5 */ static const DWORD shader_code_dp2add_sat[] = { 0xffff0200, /* ps_2_0 */ 0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add_sat r0.rgb, r0, r0, r0.a */ 0x03000002, 0x80070000, 0x80e40000, 0xa0000000, /* add r0.rgb, r0, c0.r */ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; static const float quad[] = { -1.0f, -1.0f, 0.1f, -1.0f, 1.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { skip("No ps_2_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 360, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr); IDirect3DPixelShader9_Release(shader_dp2add); hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 360, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr); IDirect3DPixelShader9_Release(shader_dp2add_sat); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void cnd_test(void) { IDirect3DPixelShader9 *shader_11_coissue_2, *shader_12_coissue_2, *shader_13_coissue_2, *shader_14_coissue_2; IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue; IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; DWORD color; HRESULT hr; /* ps 1.x shaders are rather picky with writemasks and source swizzles. * The dp3 is used to copy r0.r to all components of r1, then copy r1.a to * r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is * in 1.x pixel shaders. */ static const DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, ???(t0) */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_12[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_13[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3, r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_14[] = { 0xffff0104, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0, c1, c2 */ 0x0000ffff /* end */ }; /* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source, * as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't * set by the compiler, it was added manually after compilation. Note that the COISSUE * flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't * have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops * well enough. * * The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky. * The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since * constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r, * then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above). */ static const DWORD shader_code_11_coissue[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_11_coissue_2[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; static const DWORD shader_code_12_coissue[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_12_coissue_2[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; static const DWORD shader_code_13_coissue[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_13_coissue_2[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; /* ps_1_4 does not have a different cnd behavior, just pass the [0;1] * texcrd result to cnd, it will compare against 0.5. */ static const DWORD shader_code_14_coissue[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_14_coissue_2[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ 0x00000001, 0x80080000, 0x80000000, /* mov r0.a, r0.x */ 0x00000001, 0x80070001, 0xa0ff0000, /* mov r1.xyz, c0.a */ 0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r1.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x0000ffff /* end */ }; static const float quad1[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, }; static const float quad2[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, }; static const float quad4[] = { -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, }; static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f}; static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f}; static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) { skip("No ps_1_4 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_11); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_12); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_13); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_14); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ color = getPixelColor(device, 158, 118); ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color); /* 1.1 shader. All 3 components get set, based on the .w comparison */ color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 358); ok(color_match(color, 0x00000000, 1), "pixel 162, 358 has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 158, 362); ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 362); ok(color_match(color, 0x00000000, 1), "pixel 162, 362 has color 0x%08x, expected 0x00000000.\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 358); ok(color_match(color, 0x00000000, 1), "pixel 482, 358 has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 362); ok(color_match(color, 0x00000000, 1), "pixel 482, 362 has color 0x%08x, expected 0x00000000.\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 118); ok(color_match(color, 0x00000000, 1), "pixel 482, 118 has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 478, 122); ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 122); ok(color_match(color, 0x00000000, 1), "pixel 482, 122 has color 0x%08x, expected 0x00000000.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind * that we swapped the values in c1 and c2 to make the other tests return some color */ color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color); /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected * (The Win7 nvidia driver always selects c2) */ color = getPixelColor(device, 158, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 158, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 118); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 122); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 122); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); /* Retest with the coissue flag on the alpha instruction instead. This * works "as expected". The Windows 8 testbot (WARP) seems to handle this * the same as coissue on .rgb. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue_2); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue_2); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue_2); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue_2); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* 1.4 shader */ color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color); /* 1.1 shader */ color = getPixelColor(device, 238, 358); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 238, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 242, 358); ok(color_match(color, 0x00000000, 1), "pixel 242, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 238, 362); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 238, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 242, 362); ok(color_match(color, 0x00000000, 1), "pixel 242, 362 has color %08x, expected 0x00000000\n", color); /* 1.2 shader */ color = getPixelColor(device, 558, 358); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 358); ok(color_match(color, 0x00000000, 1), "pixel 562, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 558, 362); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 362); ok(color_match(color, 0x00000000, 1), "pixel 562, 362 has color %08x, expected 0x00000000\n", color); /* 1.3 shader */ color = getPixelColor(device, 558, 118); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 118); ok(color_match(color, 0x00000000, 1), "pixel 562, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 558, 122); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 122); ok(color_match(color, 0x00000000, 1), "pixel 562, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader_14_coissue_2); IDirect3DPixelShader9_Release(shader_13_coissue_2); IDirect3DPixelShader9_Release(shader_12_coissue_2); IDirect3DPixelShader9_Release(shader_11_coissue_2); IDirect3DPixelShader9_Release(shader_14_coissue); IDirect3DPixelShader9_Release(shader_13_coissue); IDirect3DPixelShader9_Release(shader_12_coissue); IDirect3DPixelShader9_Release(shader_11_coissue); IDirect3DPixelShader9_Release(shader_14); IDirect3DPixelShader9_Release(shader_13); IDirect3DPixelShader9_Release(shader_12); IDirect3DPixelShader9_Release(shader_11); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void nested_loop_test(void) { IDirect3DVertexShader9 *vshader; IDirect3DPixelShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const DWORD shader_code[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/ 0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ 0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001, /* add r0, r0, c1 */ 0x0000001d, /* endloop */ 0x0000001d, /* endloop */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; static const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; static const float quad[] = { -1.0f, -1.0f, 0.1f, -1.0f, 1.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No shader model 3 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 360, 240); ok(color_match(color, 0x00800000, 1), "Nested loop test returned color 0x%08x, expected 0x00800000.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DPixelShader9_Release(shader); IDirect3DVertexShader9_Release(vshader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void pretransformed_varying_test(void) { /* dcl_position: fails to compile */ static const DWORD blendweight_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000001, 0x900f0000, /* dcl_blendweight, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD blendindices_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000002, 0x900f0000, /* dcl_blendindices, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD normal_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000003, 0x900f0000, /* dcl_normal, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; /* psize: fails? */ static const DWORD texcoord0_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD tangent_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000006, 0x900f0000, /* dcl_tangent, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD binormal_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000007, 0x900f0000, /* dcl_binormal, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; /* tessfactor: fails */ /* positiont: fails */ static const DWORD color_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD fog_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000b, 0x900f0000, /* dcl_fog, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD depth_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000c, 0x900f0000, /* dcl_depth, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD specular_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8001000a, 0x900f0000, /* dcl_color1, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; /* sample: fails */ static const DWORD texcoord1_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80010005, 0x900f0000, /* dcl_texcoord1, v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD texcoord1_alpha_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80010005, 0x900f0000, /* dcl_texcoord1, v0 */ 0x02000001, 0x800f0800, 0x90ff0000, /* mov oC0, v0.w */ 0x0000ffff /* end */ }; static const struct { const char *name; const DWORD *shader_code; DWORD color; BOOL todo; BOOL broken; DWORD broken_color; } tests[] = { {"blendweight", blendweight_code, 0x00191919, TRUE }, {"blendindices", blendindices_code, 0x00333333, TRUE }, {"normal", normal_code, 0x004c4c4c, TRUE }, {"texcoord0", texcoord0_code, 0x00808c8c, FALSE}, {"tangent", tangent_code, 0x00999999, TRUE }, {"binormal", binormal_code, 0x00b2b2b2, TRUE }, {"color", color_code, 0x00e6e6e6, FALSE}, {"fog", fog_code, 0x00666666, TRUE }, {"depth", depth_code, 0x00cccccc, TRUE }, {"specular", specular_code, 0x004488ff, FALSE}, {"texcoord1", texcoord1_code, 0x00000000, FALSE}, /* texcoord .w is 1.0 on r500 and WARP. See also test_uninitialized_varyings(). */ {"texcoord1 alpha", texcoord1_alpha_code, 0x00000000, FALSE, TRUE, 0x00ffffff}, }; /* Declare a monster vertex type :-) */ static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, {0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0}, {0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0}, {0, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, {0, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG, 0}, {0, 80, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 96, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0}, {0, 112, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0}, {0, 128, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH, 0}, {0, 144, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, 148, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1}, D3DDECL_END() }; static const struct { float pos_x, pos_y, pos_z, rhw; float weight_1, weight_2, weight_3, weight_4; float index_1, index_2, index_3, index_4; float normal_1, normal_2, normal_3, normal_4; float fog_1, fog_2, fog_3, fog_4; float texcoord_1, texcoord_2, texcoord_3, texcoord_4; float tangent_1, tangent_2, tangent_3, tangent_4; float binormal_1, binormal_2, binormal_3, binormal_4; float depth_1, depth_2, depth_3, depth_4; D3DCOLOR diffuse; D3DCOLOR specular; } data[] = { { 0.0f, 0.0f, 0.1f, 1.0f, 0.1f, 0.1f, 0.1f, 0.1f, 0.2f, 0.2f, 0.2f, 0.2f, 0.3f, 0.3f, 0.3f, 0.3f, 0.4f, 0.4f, 0.4f, 0.4f, 0.5f, 0.55f, 0.55f, 0.55f, 0.6f, 0.6f, 0.6f, 0.7f, 0.7f, 0.7f, 0.7f, 0.6f, 0.8f, 0.8f, 0.8f, 0.8f, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff, /* Nothing special */ }, { 640.0f, 0.0f, 0.1f, 1.0f, 0.1f, 0.1f, 0.1f, 0.1f, 0.2f, 0.2f, 0.2f, 0.2f, 0.3f, 0.3f, 0.3f, 0.3f, 0.4f, 0.4f, 0.4f, 0.4f, 0.5f, 0.55f, 0.55f, 0.55f, 0.6f, 0.6f, 0.6f, 0.7f, 0.7f, 0.7f, 0.7f, 0.6f, 0.8f, 0.8f, 0.8f, 0.8f, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff, /* Nothing special */ }, { 0.0f, 480.0f, 0.1f, 1.0f, 0.1f, 0.1f, 0.1f, 0.1f, 0.2f, 0.2f, 0.2f, 0.2f, 0.3f, 0.3f, 0.3f, 0.3f, 0.4f, 0.4f, 0.4f, 0.4f, 0.5f, 0.55f, 0.55f, 0.55f, 0.6f, 0.6f, 0.6f, 0.7f, 0.7f, 0.7f, 0.7f, 0.6f, 0.8f, 0.8f, 0.8f, 0.8f, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff, /* Nothing special */ }, { 640.0f, 480.0f, 0.1f, 1.0f, 0.1f, 0.1f, 0.1f, 0.1f, 0.2f, 0.2f, 0.2f, 0.2f, 0.3f, 0.3f, 0.3f, 0.3f, 0.4f, 0.4f, 0.4f, 0.4f, 0.5f, 0.55f, 0.55f, 0.55f, 0.6f, 0.6f, 0.6f, 0.7f, 0.7f, 0.7f, 0.7f, 0.6f, 0.8f, 0.8f, 0.8f, 0.8f, 0xe6e6e6e6, /* 0.9 * 256 */ 0x224488ff, /* Nothing special */ }, }; IDirect3DVertexDeclaration9 *decl; IDirect3DDevice9 *device; IDirect3D9 *d3d; unsigned int i; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No shader model 3 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { IDirect3DPixelShader9 *shader; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create pixel shader for test %s, hr %#x.\n", tests[i].name, hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data, sizeof(*data)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* This isn't a weekend's job to fix, ignore the problem for now. * Needs a replacement pipeline. */ color = getPixelColor(device, 360, 240); if (tests[i].todo) todo_wine ok(color_match(color, tests[i].color, 1) || broken(color_match(color, 0x00000000, 1) && tests[i].shader_code == blendindices_code), "Test %s returned color 0x%08x, expected 0x%08x (todo).\n", tests[i].name, color, tests[i].color); else ok(color_match(color, tests[i].color, 1) || broken(color_match(color, tests[i].broken_color, 1) && tests[i].broken), "Test %s returned color 0x%08x, expected 0x%08x.\n", tests[i].name, color, tests[i].color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set pixel shader for test %s, hr %#x.\n", tests[i].name, hr); IDirect3DPixelShader9_Release(shader); } IDirect3DVertexDeclaration9_Release(decl); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_compare_instructions(void) { IDirect3DVertexShader9 *shader_slt_scalar; IDirect3DVertexShader9 *shader_sge_scalar; IDirect3DVertexShader9 *shader_slt_vec; IDirect3DVertexShader9 *shader_sge_vec; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const DWORD shader_sge_vec_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000d, 0xd00f0000, 0x80e40000, 0xa0e40001, /* sge oD0, r0, c1 */ 0x0000ffff /* end */ }; static const DWORD shader_slt_vec_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000c, 0xd00f0000, 0x80e40000, 0xa0e40001, /* slt oD0, r0, c1 */ 0x0000ffff /* end */ }; static const DWORD shader_sge_scalar_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000d, 0xd0010000, 0x80000000, 0xa0550001, /* slt oD0.r, r0.r, c1.b */ 0x0000000d, 0xd0020000, 0x80550000, 0xa0aa0001, /* slt oD0.g, r0.g, c1.r */ 0x0000000d, 0xd0040000, 0x80aa0000, 0xa0000001, /* slt oD0.b, r0.b, c1.g */ 0x0000ffff /* end */ }; static const DWORD shader_slt_scalar_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0000000c, 0xd0010000, 0x80000000, 0xa0aa0001, /* slt oD0.r, r0.r, c1.b */ 0x0000000c, 0xd0020000, 0x80550000, 0xa0000001, /* slt oD0.g, r0.g, c1.r */ 0x0000000c, 0xd0040000, 0x80aa0000, 0xa0550001, /* slt oD0.b, r0.b, c1.g */ 0x0000ffff /* end */ }; static const float quad1[] = { -1.0f, -1.0f, 0.1f, -1.0f, 0.0f, 0.1f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, }; static const float quad2[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.1f, }; static const float quad3[] = { -1.0f, 0.0f, 0.1f, -1.0f, 1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, }; static const float quad4[] = { 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; static const float const0[4] = {0.8f, 0.2f, 0.2f, 0.2f}; static const float const1[4] = {0.2f, 0.8f, 0.2f, 0.2f}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_vec_code, &shader_slt_vec); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_scalar_code, &shader_sge_scalar); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_scalar_code, &shader_slt_scalar); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, const1, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1); ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ff00ff, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000ff00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ffffff, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 480, 160); ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVertexShader9_Release(shader_sge_vec); IDirect3DVertexShader9_Release(shader_slt_vec); IDirect3DVertexShader9_Release(shader_sge_scalar); IDirect3DVertexShader9_Release(shader_slt_scalar); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_vshader_input(void) { IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder; IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float; IDirect3DVertexDeclaration9 *decl_nocolor; IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader; D3DADAPTER_IDENTIFIER9 identifier; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; unsigned int i; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; BOOL warp; static const DWORD swapped_shader_code_3[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ 0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ 0x0000ffff /* end */ }; static const DWORD swapped_shader_code_1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x0000001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ 0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ 0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ 0x0000ffff /* end */ }; static const DWORD swapped_shader_code_2[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ 0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ 0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ 0x0000ffff /* end */ }; static const DWORD texcoord_color_shader_code_3[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ 0x0000ffff /* end */ }; static const DWORD texcoord_color_shader_code_2[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff /* end */ }; static const DWORD texcoord_color_shader_code_1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff /* end */ }; static const DWORD color_color_shader_code_3[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001, /* mul o1, c0, v1 */ 0x0000ffff /* end */ }; static const DWORD color_color_shader_code_2[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ 0x0000ffff /* end */ }; static const DWORD color_color_shader_code_1[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */ 0x0000ffff /* end */ }; static const DWORD ps3_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const float quad1[] = { -1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, -1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, }; static const float quad2[] = { 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }; static const float quad3[] = { -1.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, }; static const float quad4[] = { 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, }; static const float quad1_modified[] = { -1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f, }; static const float quad2_modified[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }; static const struct { struct vec3 position; DWORD diffuse; } quad1_color[] = { {{-1.0f, -1.0f, 0.1f}, 0x00ff8040}, {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, }, quad2_color[] = { {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, {{ 1.0f, -1.0f, 0.1f}, 0x00ff8040}, {{ 1.0f, 0.0f, 0.1f}, 0x00ff8040}, }, quad3_color[] = { {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, {{-1.0f, 1.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 1.0f, 0.1f}, 0x00ff8040}, }; static const float quad4_color[] = { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, }; static const struct vec3 quad_nocolor[] = { {-1.0f, -1.0f, 0.1f}, {-1.0f, 1.0f, 0.1f}, { 1.0f, -1.0f, 0.1f}, { 1.0f, 1.0f, 0.1f}, }; static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_color_color[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_color_float[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_nocolor[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f}; static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 1.0f}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No vs_3_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0)) { skip("No ps_3_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); warp = adapter_is_warp(&identifier); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_wrongidx, &decl_twotex_wrongidx); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_rightorder, &decl_twotexcrd_rightorder); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_texcoord_color, &decl_texcoord_color); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_color, &decl_color_color); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_ubyte, &decl_color_ubyte); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_nocolor, &decl_nocolor); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr); for (i = 1; i <= 3; ++i) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); if(i == 3) { hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); } else if(i == 2){ hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } else if(i == 1) { hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_1, &swapped_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11); if (i == 3 || i == 2) ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr); else if (i == 1) /* Succeeds or fails, depending on SW or HW vertex processing. */ ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11); if (i == 3 || i == 2) ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr); else if (i == 1) ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); if(i == 3 || i == 2) { color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color); /* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */ color = getPixelColor(device, 480, 360); /* On the Windows 8 testbot (WARP) the draw succeeds, but uses * mostly random data as input. */ ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp), "Got unexpected color 0x%08x for quad 2 (1crd).\n", color); color = getPixelColor(device, 160, 120); /* Same as above, accept both the last used value and 0.0 for the undefined streams */ ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color); color = getPixelColor(device, 480, 160); ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); } else if(i == 1) { color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1), "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color); color = getPixelColor(device, 480, 360); /* Accept the clear color as well in this case, since SW VP * returns an error. On the Windows 8 testbot (WARP) the draw * succeeds, but uses mostly random data as input. */ ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp), "Got unexpected color 0x%08x for quad 2 (1crd).\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color); color = getPixelColor(device, 480, 160); ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Now find out if the whole streams are re-read, or just the last * active value for the vertices is used. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11); if (i == 3 || i == 2) ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr); else if (i == 1) /* Succeeds or fails, depending on SW or HW vertex processing. */ ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 480, 350); /* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that * as well. * * NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors, * i.e., the whole old stream is read, and not just the last used attribute. Some games require that this * does *not* happen, otherwise they can crash because of a read from a bad pointer, so do not accept the * refrast's result. * * A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2). */ ok(color == 0x000000ff || color == 0x00808080 || color == 0x00000000 || broken(color_match(color, D3DCOLOR_ARGB(0x00, 0x0b, 0x75, 0x80), 1)), "Got unexpected color 0x%08x for quad 2 (different colors).\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DDevice9_SetPixelShader(device, NULL); IDirect3DDevice9_SetVertexDeclaration(device, NULL); IDirect3DVertexShader9_Release(swapped_shader); } for (i = 1; i <= 3; ++i) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr); if(i == 3) { hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); } else if(i == 2){ hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_2, &color_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } else if(i == 1) { hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_1, &texcoord_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_1, &color_color_shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); } hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1); ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1); ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1), "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color); color = getPixelColor(device, 480, 160); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1), "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_nocolor); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_nocolor, sizeof(quad_nocolor[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* WARP and r500 return a color from a previous draw. In case of WARP it is random, although most of the * time it is the color of the last draw, which happens to be the one with quad4_color above. AMD's r500 * uses the last D3DCOLOR attribute, which is the one from quad3_color. * * Newer AMD cards and Nvidia return zero. */ color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00000000, 1) || broken(color_match(color, 0x00ff8040, 1)) || broken(warp), "Got unexpected color 0x%08x for no color attribute test.\n", color); IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DDevice9_SetVertexDeclaration(device, NULL); IDirect3DDevice9_SetPixelShader(device, NULL); IDirect3DVertexShader9_Release(texcoord_color_shader); IDirect3DVertexShader9_Release(color_color_shader); } IDirect3DVertexDeclaration9_Release(decl_twotexcrd); IDirect3DVertexDeclaration9_Release(decl_onetexcrd); IDirect3DVertexDeclaration9_Release(decl_twotex_wrongidx); IDirect3DVertexDeclaration9_Release(decl_twotexcrd_rightorder); IDirect3DVertexDeclaration9_Release(decl_texcoord_color); IDirect3DVertexDeclaration9_Release(decl_color_color); IDirect3DVertexDeclaration9_Release(decl_color_ubyte); IDirect3DVertexDeclaration9_Release(decl_color_float); IDirect3DVertexDeclaration9_Release(decl_nocolor); IDirect3DPixelShader9_Release(ps); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void srgbtexture_test(void) { /* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE * texture stage state to render a quad using that texture. The resulting * color components should be 0x36 (~ 0.21), per this formula: * linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4 * This is true where srgb_color > 0.04045. */ struct IDirect3DTexture9 *texture; struct IDirect3DSurface9 *surface; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const float quad[] = { -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) { skip("D3DFMT_A8R8G8B8 textures with SRGBREAD not supported.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); fill_surface(surface, 0xff7f7f7f, 0); IDirect3DSurface9_Release(surface); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00363636, 1), "sRGB quad has color 0x%08x, expected 0x00363636.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_shademode(void) { IDirect3DVertexBuffer9 *vb_strip; IDirect3DVertexBuffer9 *vb_list; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; DWORD color0, color1; void *data = NULL; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; UINT i; static const DWORD vs1_code[] = { 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 }; static const DWORD vs2_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; static const DWORD vs3_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ 0x0000ffff }; static const DWORD ps1_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const DWORD ps2_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; static const DWORD ps3_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; static const struct { struct vec3 position; DWORD diffuse; } quad_strip[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, }, quad_list[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, }; static const struct test_shader { DWORD version; const DWORD *code; } novs = {0, NULL}, vs_1 = {D3DVS_VERSION(1, 1), vs1_code}, vs_2 = {D3DVS_VERSION(2, 0), vs2_code}, vs_3 = {D3DVS_VERSION(3, 0), vs3_code}, nops = {0, NULL}, ps_1 = {D3DPS_VERSION(1, 1), ps1_code}, ps_2 = {D3DPS_VERSION(2, 0), ps2_code}, ps_3 = {D3DPS_VERSION(3, 0), ps3_code}; static const struct { const struct test_shader *vs, *ps; DWORD primtype; DWORD shademode; DWORD color0, color1; BOOL todo; } tests[] = { {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE}, {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7, FALSE}, {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE}, {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7, FALSE}, {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff, FALSE}, {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE}, {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE}, {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE}, {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff, FALSE}, {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE}, {&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE}, {&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE}, {&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE}, {&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE}, {&vs_3, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, TRUE}, {&vs_3, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad_strip, sizeof(quad_strip)); hr = IDirect3DVertexBuffer9_Unlock(vb_strip); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb_list, 0, sizeof(quad_list), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad_list, sizeof(quad_list)); hr = IDirect3DVertexBuffer9_Unlock(vb_list); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); /* Try it first with a TRIANGLESTRIP. Do it with different geometry because * the color fixups we have to do for FLAT shading will be dependent on that. */ for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { if (tests[i].vs->version) { if (caps.VertexShaderVersion >= tests[i].vs->version) { hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs->code, &vs); ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); } else { skip("Shader version unsupported, skipping some tests.\n"); continue; } } else { vs = NULL; } if (tests[i].ps->version) { if (caps.PixelShaderVersion >= tests[i].ps->version) { hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps->code, &ps); ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); } else { skip("Shader version unsupported, skipping some tests.\n"); if (vs) { IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DVertexShader9_Release(vs); } continue; } } else { ps = NULL; } hr = IDirect3DDevice9_SetStreamSource(device, 0, tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, 0, sizeof(quad_strip[0])); ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode); ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, tests[i].primtype, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ /* For D3DSHADE_FLAT it should take the color of the first vertex of * each triangle. This requires EXT_provoking_vertex or similar * functionality being available. */ /* PHONG should be the same as GOURAUD, since no hardware implements * this. */ todo_wine_if (tests[i].todo) { ok(color_match(color0, tests[i].color0, 1), "Test %u shading has color0 %08x, expected %08x.\n", i, color0, tests[i].color0); ok(color_match(color1, tests[i].color1, 1), "Test %u shading has color1 %08x, expected %08x.\n", i, color1, tests[i].color1); } IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DDevice9_SetPixelShader(device, NULL); if (ps) IDirect3DPixelShader9_Release(ps); if (vs) IDirect3DVertexShader9_Release(vs); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); IDirect3DVertexBuffer9_Release(vb_strip); IDirect3DVertexBuffer9_Release(vb_list); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_blend(void) { IDirect3DSurface9 *backbuffer, *offscreen; IDirect3DTexture9 *offscreenTexture; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, -1.0f, 0.1f}, 0x4000ff00}, {{-1.0f, 0.0f, 0.1f}, 0x4000ff00}, {{ 1.0f, -1.0f, 0.1f}, 0x4000ff00}, {{ 1.0f, 0.0f, 0.1f}, 0x4000ff00}, }, quad2[] = { {{-1.0f, 0.0f, 0.1f}, 0xc00000ff}, {{-1.0f, 1.0f, 0.1f}, 0xc00000ff}, {{ 1.0f, 0.0f, 0.1f}, 0xc00000ff}, {{ 1.0f, 1.0f, 0.1f}, 0xc00000ff}, }; static const float composite_quad[][5] = { { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } /* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Draw two quads, one with src alpha blending, one with dest alpha * blending. */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Switch to the offscreen buffer, and redo the testing. The offscreen * render target doesn't have an alpha channel. DESTALPHA and INVDESTALPHA * "don't work" on render targets without alpha channel, they give * essentially ZERO and ONE blend factors. */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); /* Render the offscreen texture onto the frame buffer to be able to * compare it regularly. Disable alpha blending for the final * composition. */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DSurface9_Release(backbuffer); IDirect3DTexture9_Release(offscreenTexture); IDirect3DSurface9_Release(offscreen); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void fixed_function_decl_test(void) { IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL; IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_nocolor, *dcl_positiont; IDirect3DVertexBuffer9 *vb, *vb2; IDirect3DDevice9 *device; BOOL s_ok, ub_ok, f_ok; DWORD color, size, i; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; void *data; HRESULT hr; static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_d3dcolor_2streams[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_ubyte4n[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_ubyte4n_2streams[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_short4[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_USHORT4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_float[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_nocolor[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; static const D3DVERTEXELEMENT9 decl_elements_positiont[] = { {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, {0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = /* D3DCOLOR */ { {{-1.0f, -1.0f, 0.1f}, 0x00ffff00}, {{-1.0f, 0.0f, 0.1f}, 0x00ffff00}, {{ 0.0f, -1.0f, 0.1f}, 0x00ffff00}, {{ 0.0f, 0.0f, 0.1f}, 0x00ffff00}, }, quad2[] = /* UBYTE4N */ { {{-1.0f, 0.0f, 0.1f}, 0x00ffff00}, {{-1.0f, 1.0f, 0.1f}, 0x00ffff00}, {{ 0.0f, 0.0f, 0.1f}, 0x00ffff00}, {{ 0.0f, 1.0f, 0.1f}, 0x00ffff00}, }; static const struct { struct vec3 position; struct { unsigned short x, y, z, w; } color; } quad3[] = /* USHORT4N */ { {{0.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, {{0.0f, 0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, {{1.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, {{1.0f, 0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}}, }; static const struct { struct vec3 position; struct vec4 color; } quad4[] = { {{0.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, {{0.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, {{1.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, {{1.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}}, }; static const DWORD colors[] = { 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff, }; static const float quads[] = { -1.0f, -1.0f, 0.1f, -1.0f, 0.0f, 0.1f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.1f, -1.0f, 1.0f, 0.1f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.1f, }; static const struct { struct vec4 position; DWORD diffuse; } quad_transformed[] = { {{ 90.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, {{570.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, {{ 90.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, {{570.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_short4, &dcl_short); ok(SUCCEEDED(hr) || hr == E_FAIL, "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_float, &dcl_float); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); if(caps.DeclTypes & D3DDTCAPS_UBYTE4N) { hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n_2streams, &dcl_ubyte_2); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n, &dcl_ubyte); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); } else { trace("D3DDTCAPS_UBYTE4N not supported\n"); dcl_ubyte_2 = NULL; dcl_ubyte = NULL; } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor_2streams, &dcl_color_2); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_nocolor, &dcl_nocolor); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_positiont, &dcl_positiont); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); size = max(sizeof(quad1), max(sizeof(quad2), max(sizeof(quad3), max(sizeof(quad4), sizeof(quads))))); hr = IDirect3DDevice9_CreateVertexBuffer(device, size, 0, 0, D3DPOOL_MANAGED, &vb, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; if (dcl_color) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } /* Tests with non-standard fixed function types fail on the refrast. The * ATI driver partially accepts them, the NVIDIA driver accepts them all. * All those differences even though we're using software vertex * processing. Doh! */ if (dcl_ubyte) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); ub_ok = SUCCEEDED(hr); } if (dcl_short) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); s_ok = SUCCEEDED(hr); } if (dcl_float) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); f_ok = SUCCEEDED(hr); } hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); if(dcl_short) { color = getPixelColor(device, 480, 360); ok(color == 0x000000ff || !s_ok, "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); } if(dcl_ubyte) { color = getPixelColor(device, 160, 120); ok(color == 0x0000ffff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); } if(dcl_color) { color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); } if(dcl_float) { color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000 || !f_ok, "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* The following test with vertex buffers doesn't serve to find out new * information from windows. It is a plain regression test because wined3d * uses different codepaths for attribute conversion with vertex buffers. * It makes sure that the vertex buffer one works, while the above tests * whether the immediate mode code works. */ f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); if (dcl_color) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), &data, 0); ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); memcpy(data, quad1, sizeof(quad1)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } if (dcl_ubyte) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), &data, 0); ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); memcpy(data, quad2, sizeof(quad2)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); ub_ok = SUCCEEDED(hr); } if (dcl_short) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), &data, 0); ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); memcpy(data, quad3, sizeof(quad3)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); s_ok = SUCCEEDED(hr); } if (dcl_float) { hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), &data, 0); ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); memcpy(data, quad4, sizeof(quad4)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); f_ok = SUCCEEDED(hr); } hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); if(dcl_short) { color = getPixelColor(device, 480, 360); ok(color == 0x000000ff || !s_ok, "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color); } if(dcl_ubyte) { color = getPixelColor(device, 160, 120); ok(color == 0x0000ffff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color); } if(dcl_color) { color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); } if(dcl_float) { color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000 || !f_ok, "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Test with no diffuse color attribute. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_nocolor); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quads, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no color attribute test.\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* Test what happens with specular lighting enabled and no specular color attribute. */ f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); if (dcl_color) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } if (dcl_ubyte) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); ub_ok = SUCCEEDED(hr); } if (dcl_short) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); s_ok = SUCCEEDED(hr); } if (dcl_float) { hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); f_ok = SUCCEEDED(hr); } hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr); if (dcl_short) { color = getPixelColor(device, 480, 360); ok(color == 0x000000ff || !s_ok, "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff.\n", color); } if (dcl_ubyte) { color = getPixelColor(device, 160, 120); ok(color == 0x0000ffff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff.\n", color); } if (dcl_color) { color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00.\n", color); } if (dcl_float) { color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000 || !f_ok, "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000.\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad_transformed), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad_transformed, sizeof(quad_transformed)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_positiont); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 88, 108); ok(color == 0x000000ff, "pixel 88/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 108); ok(color == 0x000000ff, "pixel 92/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 88, 112); ok(color == 0x000000ff, "pixel 88/112 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 112); ok(color == 0x00ffff00, "pixel 92/112 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 568, 108); ok(color == 0x000000ff, "pixel 568/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 572, 108); ok(color == 0x000000ff, "pixel 572/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 112); ok(color == 0x00ffff00, "pixel 568/112 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 572, 112); ok(color == 0x000000ff, "pixel 572/112 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 88, 298); ok(color == 0x000000ff, "pixel 88/298 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 298); ok(color == 0x00ffff00, "pixel 92/298 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 88, 302); ok(color == 0x000000ff, "pixel 88/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 302); ok(color == 0x000000ff, "pixel 92/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 298); ok(color == 0x00ffff00, "pixel 568/298 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 572, 298); ok(color == 0x000000ff, "pixel 572/298 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 302); ok(color == 0x000000ff, "pixel 568/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 572, 302); ok(color == 0x000000ff, "pixel 572/302 has color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* This test is pointless without those two declarations: */ if((!dcl_color_2) || (!dcl_ubyte_2)) { skip("color-ubyte switching test declarations aren't supported\n"); goto out; } hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quads), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quads, sizeof(quads)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(colors), 0, 0, D3DPOOL_MANAGED, &vb2, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(colors), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, colors, sizeof(colors)); hr = IDirect3DVertexBuffer9_Unlock(vb2); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr); for(i = 0; i < 2; i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(float) * 3); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); if(i == 0) { hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 0, sizeof(DWORD) * 4); } else { hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 8, sizeof(DWORD) * 4); } ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); ub_ok = SUCCEEDED(hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); ub_ok = (SUCCEEDED(hr) && ub_ok); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); if(i == 0) { color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ffffff, "Unused quad returned color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x000000ff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color); } else { color = getPixelColor(device, 480, 360); ok(color == 0x000000ff, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00ffffff, "Unused quad returned color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000 || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000 || !ub_ok, "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); } IDirect3DVertexBuffer9_Release(vb2); out: IDirect3DVertexBuffer9_Release(vb); if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float); if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short); if(dcl_ubyte) IDirect3DVertexDeclaration9_Release(dcl_ubyte); if(dcl_color) IDirect3DVertexDeclaration9_Release(dcl_color); if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2); if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2); IDirect3DVertexDeclaration9_Release(dcl_nocolor); IDirect3DVertexDeclaration9_Release(dcl_positiont); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_vshader_float16(void) { IDirect3DVertexDeclaration9 *vdecl = NULL; IDirect3DVertexBuffer9 *buffer = NULL; IDirect3DVertexShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; void *data; HRESULT hr; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const DWORD shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff, }; static const struct vertex_float16color { float x, y, z; DWORD c1, c2; } quad[] = { { -1.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, /* green */ { -1.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, { 0.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, { 0.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, { 0.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, /* red */ { 0.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, { 1.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, { 1.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, { 0.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, /* blue */ { 0.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, { 1.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, { 1.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, { -1.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, /* alpha */ { -1.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, { 0.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, { 0.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No vs_3_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff102030, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 0, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 4, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 8, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &buffer, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexBuffer failed, hr=%08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(buffer, 0, sizeof(quad), &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed, hr=%08x\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer9_Unlock(buffer); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(quad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 480, 360); ok(color == 0x00ff0000, "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 160, 360); ok(color == 0x0000ff00, "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DVertexDeclaration9_Release(vdecl); IDirect3DVertexShader9_Release(shader); IDirect3DVertexBuffer9_Release(buffer); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void conditional_np2_repeat_test(void) { IDirect3DTexture9 *texture; IDirect3DDevice9 *device; D3DLOCKED_RECT rect; unsigned int x, y; DWORD *dst, color; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const float quad[] = { -1.0f, -1.0f, 0.1f, -0.2f, -0.2f, -1.0f, 1.0f, 0.1f, -0.2f, 1.2f, 1.0f, -1.0f, 0.1f, 1.2f, -0.2f, 1.0f, 1.0f, 0.1f, 1.2f, 1.2f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) { /* NP2 conditional requires the POW2 flag. Check that while we're at it */ ok(caps.TextureCaps & D3DPTEXTURECAPS_POW2, "Card has conditional NP2 support without power of two restriction set\n"); } else if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No conditional NP2 support, skipping conditional NP2 tests\n"); IDirect3DDevice9_Release(device); goto done; } else { skip("Card has unconditional NP2 support, skipping conditional NP2 tests\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); memset(&rect, 0, sizeof(rect)); hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); for(y = 0; y < 10; y++) { for(x = 0; x < 10; x++) { dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD)); if(x == 0 || x == 9 || y == 0 || y == 9) { *dst = 0x00ff0000; } else { *dst = 0x000000ff; } } } hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "NP2: Pixel 1, 1 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 639, 479); ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 135, 101); ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 101); ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 135, 105); ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 105); ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 135, 376); ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 376); ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 135, 379); ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 140, 379); ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 101); ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 504, 101); ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 105); ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 504, 105); ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 376); ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 504, 376); ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 500, 380); ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 504, 380); ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void vface_register_test(void) { IDirect3DSurface9 *surface, *backbuffer; IDirect3DVertexShader9 *vshader; IDirect3DPixelShader9 *shader; IDirect3DTexture9 *texture; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const DWORD shader_code[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ 0x05000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.0, 0.0, 0.0, 0.0 */ 0x0200001f, 0x80000000, 0x900f1001, /* dcl vFace */ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */ 0x04000058, 0x800f0000, 0x90e41001, 0xa0e40000, 0x80e40001, /* cmp r0, vFace, c0, r1 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* END */ }; static const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; static const float quad[] = { -1.0f, -1.0f, 0.1f, 1.0f, -1.0f, 0.1f, -1.0f, 0.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.1f, -1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.1f, -1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; static const float blit[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No shader model 3 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to set cull mode, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Blit the texture onto the back buffer to make it visible */ hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "vFace: Onscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x0000ff00, "vFace: Onscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); IDirect3DPixelShader9_Release(shader); IDirect3DVertexShader9_Release(vshader); IDirect3DSurface9_Release(surface); IDirect3DSurface9_Release(backbuffer); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void fixed_function_bumpmap_test(void) { IDirect3DVertexDeclaration9 *vertex_declaration; IDirect3DTexture9 *texture, *tex1, *tex2; D3DLOCKED_RECT locked_rect; IDirect3DDevice9 *device; BOOL L6V5U5_supported; float scale, offset; IDirect3D9 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const float quad[][7] = { {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f}, {-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {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() }; /* use asymmetric matrix to test loading */ static const float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); if (!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)) { skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n"); IDirect3DDevice9_Release(device); goto done; } /* This check is disabled, some Windows drivers do not handle * D3DUSAGE_QUERY_LEGACYBUMPMAP properly. They report that it is not * supported, but after that bump mapping works properly. So just test if * the format is generally supported, and check the BUMPENVMAP flag. */ L6V5U5_supported = SUCCEEDED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_L6V5U5)); if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8))) { skip("D3DFMT_V8U8 not supported for legacy bump mapping\n"); IDirect3DDevice9_Release(device); return; } /* Generate the textures */ generate_bumpmap_textures(device); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); 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 | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); 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_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); color = getPixelColor(device, 240, 60); ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 400, 60); ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 80, 180); ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 560, 180); ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 80, 300); ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 560, 300); ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 240, 420); ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 400, 420); ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); for(i = 0; i < 2; i++) { hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); /* For the GetTexture */ hr = IDirect3DDevice9_SetTexture(device, i, NULL); ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr); IDirect3DTexture9_Release(texture); /* To destroy it */ } if (!L6V5U5_supported || !(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)) { skip("L6V5U5 / D3DTOP_BUMPENVMAPLUMINANCE not supported, skipping tests.\n"); IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* This test only tests the luminance part. The bumpmapping part was already tested above and * would only make this test more complicated */ hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_L6V5U5, D3DPOOL_MANAGED, &tex1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture9_LockRect(tex1, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = 0x4000; /* L = 0.25, V = 0.0, U = 0.0 */ hr = IDirect3DTexture9_UnlockRect(tex1, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture9_LockRect(tex2, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = 0x00ff80c0; hr = IDirect3DTexture9_UnlockRect(tex2, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); scale = 2.0; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); offset = 0.1; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); /* red: 1.0 * (0.25 * 2.0 + 0.1) = 1.0 * 0.6 = 0.6 = 0x99 * green: 0.5 * (0.25 * 2.0 + 0.1) = 0.5 * 0.6 = 0.3 = 0x4c * green: 0.75 * (0.25 * 2.0 + 0.1) = 0.75 * 0.6 = 0.45 = 0x72 */ ok(color_match(color, 0x00994c72, 5), "bumpmap failed: Got color 0x%08x, expected 0x00994c72.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Check a result scale factor > 1.0 */ scale = 10; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); offset = 10; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Check clamping in the scale factor calculation */ scale = 1000; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); offset = -1; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DTexture9_Release(tex1); IDirect3DTexture9_Release(tex2); IDirect3DVertexDeclaration9_Release(vertex_declaration); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void stencil_cull_test(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const float quad1[] = { -1.0, -1.0, 0.1, 0.0, -1.0, 0.1, -1.0, 0.0, 0.1, 0.0, 0.0, 0.1, }; static const float quad2[] = { 0.0, -1.0, 0.1, 1.0, -1.0, 0.1, 0.0, 0.0, 0.1, 1.0, 0.0, 0.1, }; static const float quad3[] = { 0.0, 0.0, 0.1, 1.0, 0.0, 0.1, 0.0, 1.0, 0.1, 1.0, 1.0, 0.1, }; static const float quad4[] = { -1.0, 0.0, 0.1, 0.0, 0.0, 0.1, -1.0, 1.0, 0.1, 0.0, 1.0, 0.1, }; struct { struct vec3 position; DWORD diffuse; } painter[] = { {{-1.0f, -1.0f, 0.0f}, 0x00000000}, {{ 1.0f, -1.0f, 0.0f}, 0x00000000}, {{-1.0f, 1.0f, 0.0f}, 0x00000000}, {{ 1.0f, 1.0f, 0.0f}, 0x00000000}, }; static const WORD indices_cw[] = {0, 1, 3}; static const WORD indices_ccw[] = {0, 2, 3}; unsigned int i; DWORD color; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Cannot create a device with a D24S8 stencil buffer.\n"); DestroyWindow(window); IDirect3D9_Release(d3d); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); if (!(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED)) { skip("No two sided stencil support\n"); goto cleanup; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF,hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "Failed to disable Z test, %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Failed to disable lighting, %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x3); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_REPLACE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_DECR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_INCR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); /* First pass: Fill the stencil buffer with some values... */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); /* 2nd pass: Make the stencil values visible */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); for (i = 0; i < 16; ++i) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); painter[0].diffuse = (i * 16); /* Creates shades of blue */ painter[1].diffuse = (i * 16); painter[2].diffuse = (i * 16); painter[3].diffuse = (i * 16); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); color = getPixelColor(device, 160, 420); ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color); color = getPixelColor(device, 160, 300); ok(color == 0x00000080, "CW triangle, twoside FALSE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); color = getPixelColor(device, 480, 420); ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull off, incr, has color 0x%08x, expected 0x00000090\n", color); color = getPixelColor(device, 480, 300); ok(color == 0x00000030, "CW triangle, twoside TRUE, cull off, replace, has color 0x%08x, expected 0x00000030\n", color); color = getPixelColor(device, 160, 180); ok(color == 0x00000080, "CCW triangle, twoside TRUE, cull ccw, culled, has color 0x%08x, expected 0x00000080\n", color); color = getPixelColor(device, 160, 60); ok(color == 0x00000030, "CW triangle, twoside TRUE, cull ccw, replace, has color 0x%08x, expected 0x00000030\n", color); color = getPixelColor(device, 480, 180); ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull cw, incr, has color 0x%08x, expected 0x00000090\n", color); color = getPixelColor(device, 480, 60); ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); cleanup: refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_fragment_coords(void) { IDirect3DSurface9 *surface = NULL, *backbuffer; IDirect3DPixelShader9 *shader, *shader_frac; IDirect3DVertexShader9 *vshader; IDirect3DDevice9 *device; D3DLOCKED_RECT lr; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; DWORD *pos; static const DWORD shader_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ 0x03000002, 0x80030000, 0x90541000, 0xa1fe0000, /* sub r0.xy, vPos.xy, c0.zw */ 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ 0x02000001, 0x80080002, 0xa0550000, /* mov r2.a, c0.y */ 0x02000001, 0x80010002, 0xa0550000, /* mov r2.r, c0.y */ 0x04000058, 0x80020002, 0x80000000, 0x80000001, 0x80550001, /* cmp r2.g, r0.x, r1.x, r1.y */ 0x04000058, 0x80040002, 0x80550000, 0x80000001, 0x80550001, /* cmp r2.b, r0.y, r1.x, r1.y */ 0x02000001, 0x800f0800, 0x80e40002, /* mov oC0, r2 */ 0x0000ffff /* end */ }; static const DWORD shader_frac_code[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */ 0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x02000013, 0x80030000, 0x90541000, /* frc r0.xy, vPos.xy */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff /* end */ }; static const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; static const float quad[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; float constant[4] = {1.0, 0.0, 320, 240}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No shader model 3 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vshader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* This has to be pixel exact */ color = getPixelColor(device, 319, 239); ok(color == 0x00000000, "vPos: Pixel 319,239 has color 0x%08x, expected 0x00000000\n", color); color = getPixelColor(device, 320, 239); ok(color == 0x0000ff00, "vPos: Pixel 320,239 has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 319, 240); ok(color == 0x000000ff, "vPos: Pixel 319,240 has color 0x%08x, expected 0x000000ff\n", color); color = getPixelColor(device, 320, 240); ok(color == 0x0000ffff, "vPos: Pixel 320,240 has color 0x%08x, expected 0x0000ffff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_X8R8G8B8, 0, 0, TRUE, &surface, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); constant[2] = 16; constant[3] = 16; hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1); ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x00000000, "Pixel 14/14 has color 0x%08x, expected 0x00000000\n", color); pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 18 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x0000ff00, "Pixel 14/18 has color 0x%08x, expected 0x0000ff00\n", color); pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 14 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x000000ff, "Pixel 18/14 has color 0x%08x, expected 0x000000ff\n", color); pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 18 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x0000ffff, "Pixel 18/18 has color 0x%08x, expected 0x0000ffff\n", color); hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); /* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to * have full control over the multisampling setting inside this test */ hr = IDirect3DDevice9_SetPixelShader(device, shader_frac); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr); pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD)); color = *pos & 0x00ffffff; ok(color == 0x00000000, "vPos fraction test has color 0x%08x, expected 0x00000000\n", color); hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); IDirect3DPixelShader9_Release(shader); IDirect3DPixelShader9_Release(shader_frac); IDirect3DVertexShader9_Release(vshader); if(surface) IDirect3DSurface9_Release(surface); IDirect3DSurface9_Release(backbuffer); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static BOOL point_match(IDirect3DDevice9 *device, UINT x, UINT y, UINT r) { D3DCOLOR color; color = D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff); if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; ++r; color = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff); if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; return TRUE; } static void test_pointsize(void) { static const float a = 1.0f, b = 1.0f, c = 1.0f; float ptsize, ptsizemax_orig, ptsizemin_orig; IDirect3DSurface9 *rt, *backbuffer; IDirect3DTexture9 *tex1, *tex2; IDirect3DDevice9 *device; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; D3DLOCKED_RECT lr; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; unsigned int i, j; static const RECT rect = {0, 0, 128, 128}; static const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000}; static const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00}; static const float vertices[] = { 64.0f, 64.0f, 0.1f, 128.0f, 64.0f, 0.1f, 192.0f, 64.0f, 0.1f, 256.0f, 64.0f, 0.1f, 320.0f, 64.0f, 0.1f, 384.0f, 64.0f, 0.1f, 448.0f, 64.0f, 0.1f, 512.0f, 64.0f, 0.1f, }; static const struct { float x, y, z; float point_size; } vertex_pointsize = {64.0f, 64.0f, 0.1f, 48.0f}, vertex_pointsize_scaled = {64.0f, 64.0f, 0.1f, 24.0f}, vertex_pointsize_zero = {64.0f, 64.0f, 0.1f, 0.0f}; /* Writing a texture coordinate from the shader is technically unnecessary, but is required * to make Windows AMD r500 drivers work. Without it, texture coordinates in the pixel * shaders are 0. */ static const DWORD vshader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ 0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ 0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ 0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */ 0x00000001, 0xe00f0000, 0x90e40000, /* mov oT0, v0 */ 0x00000001, 0xe00f0001, 0x90e40000, /* mov oT1, v0 */ 0x0000ffff }; static const DWORD vshader_psize_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x80000004, 0x900f0001, /* dcl_psize v1 */ 0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ 0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ 0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ 0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */ 0x00000001, 0xc00f0002, 0x90000001, /* mov oPts, v1.x */ 0x00000001, 0xe00f0000, 0x90e40000, /* mov oT0, v0 */ 0x00000001, 0xe00f0001, 0x90e40000, /* mov oT1, v0 */ 0x0000ffff }; static const DWORD pshader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000002, 0x800f0000, 0xb0e40000, 0xb0e40001, /* add r0, t0, t1 */ 0x0000ffff }; static const DWORD pshader2_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x0200001f, 0x80000000, 0xb00f0001, /* dcl t1 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x03000042, 0x800f0001, 0xb0e40001, 0xa0e40801, /* texld r1, t1, s1 */ 0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff }; static const DWORD pshader2_zw_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x0200001f, 0x80000000, 0xb00f0001, /* dcl t1 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ 0x02000001, 0x80030000, 0xb01b0000, /* mov r0.xy, t0.wzyx */ 0x02000001, 0x80030001, 0xb01b0001, /* mov r1.xy, t1.wzyx */ 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, /* texld r0, r0, s0 */ 0x03000042, 0x800f0001, 0x80e40001, 0xa0e40801, /* texld r1, r1, s1 */ 0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff }; static const DWORD vshader3_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x80000005, 0xe00f0001, /* dcl_texcoord0 o1 */ 0x0200001f, 0x80010005, 0xe00f0002, /* dcl_texcoord1 o2 */ 0x03000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ 0x04000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ 0x04000004, 0xe00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad o0, v0.w, c3, r0 */ 0x02000001, 0xe00f0001, 0x90000000, /* mov o1, v0.x */ 0x02000001, 0xe00f0002, 0x90000000, /* mov o2, v0.x */ 0x0000ffff }; static const DWORD vshader3_psize_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000004, 0x90010001, /* dcl_psize v1.x */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x80000004, 0xe00f0001, /* dcl_psize o1 */ 0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */ 0x0200001f, 0x80010005, 0xe00f0003, /* dcl_texcoord1 o3 */ 0x03000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ 0x04000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ 0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ 0x04000004, 0xe00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad o0, v0.w, c3, r0 */ 0x02000001, 0xe00f0001, 0x90000001, /* mov o1, v1.x */ 0x02000001, 0xe00f0002, 0x90000000, /* mov o2, v0.x */ 0x02000001, 0xe00f0003, 0x90000000, /* mov o3, v0.x */ 0x0000ffff }; static const DWORD pshader3_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */ 0x0200001f, 0x80010005, 0x900f0001, /* dcl_texcoord1 v1 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ 0x03000042, 0x800f0000, 0x90e40000, 0xa0e40800, /* texld r0, v0, s0 */ 0x03000042, 0x800f0001, 0x90e40001, 0xa0e40801, /* texld r1, v1, s1 */ 0x03000002, 0x800f0800, 0x80e40000, 0x80e40001, /* add oC0, r0, r1 */ 0x0000ffff }; static const DWORD pshader3_zw_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */ 0x0200001f, 0x80010005, 0x900f0001, /* dcl_texcoord1 v1 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */ 0x03000042, 0x800f0000, 0x90fe0000, 0xa0e40800, /* texld r0, v0.zw, s0 */ 0x03000042, 0x800f0001, 0x90fe0001, 0xa0e40801, /* texld r1, v1.zw, s1 */ 0x03000002, 0x800f0800, 0x80e40000, 0x80e40001, /* add oC0, r0, r1 */ 0x0000ffff }; static const struct test_shader { DWORD version; const DWORD *code; } novs = {0, NULL}, vs1 = {D3DVS_VERSION(1, 1), vshader_code}, vs1_psize = {D3DVS_VERSION(1, 1), vshader_psize_code}, vs3 = {D3DVS_VERSION(3, 0), vshader3_code}, vs3_psize = {D3DVS_VERSION(3, 0), vshader3_psize_code}, nops = {0, NULL}, ps1 = {D3DPS_VERSION(1, 1), pshader_code}, ps2 = {D3DPS_VERSION(2, 0), pshader2_code}, ps2_zw = {D3DPS_VERSION(2, 0), pshader2_zw_code}, ps3 = {D3DPS_VERSION(3, 0), pshader3_code}, ps3_zw = {D3DPS_VERSION(3, 0), pshader3_zw_code}; static const struct { const struct test_shader *vs; const struct test_shader *ps; DWORD accepted_fvf; unsigned int nonscaled_size, scaled_size; BOOL gives_0_0_texcoord; BOOL allow_broken; } test_setups[] = { {&novs, &nops, D3DFVF_XYZ, 32, 45, FALSE, FALSE}, {&vs1, &ps1, D3DFVF_XYZ, 32, 32, FALSE, FALSE}, {&novs, &ps1, D3DFVF_XYZ, 32, 45, FALSE, FALSE}, {&vs1, &nops, D3DFVF_XYZ, 32, 32, FALSE, FALSE}, {&novs, &ps2, D3DFVF_XYZ, 32, 45, FALSE, TRUE}, {&novs, &ps2_zw, D3DFVF_XYZ, 32, 45, TRUE, FALSE}, {&vs1, &ps2, D3DFVF_XYZ, 32, 32, FALSE, TRUE}, {&vs1, &ps2_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE}, {&vs3, &ps3, D3DFVF_XYZ, 32, 32, FALSE, TRUE}, {&vs3, &ps3_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE}, {&novs, &nops, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 33, FALSE, FALSE}, {&vs1_psize, &ps1, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, FALSE}, {&vs3_psize, &ps3, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, TRUE}, }; static const struct { BOOL zero_size; BOOL scale; BOOL override_min; DWORD fvf; const void *vertex_data; unsigned int vertex_size; } tests[] = { {FALSE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {FALSE, TRUE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {FALSE, FALSE, TRUE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {TRUE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {FALSE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)}, {FALSE, TRUE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_scaled, sizeof(vertex_pointsize_scaled)}, {FALSE, FALSE, TRUE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)}, {TRUE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_zero, sizeof(vertex_pointsize_zero)}, }; /* Transforms the coordinate system [-1.0;1.0]x[1.0;-1.0] to * [0.0;0.0]x[640.0;480.0]. Z is untouched. */ D3DMATRIX matrix = {{{ 2.0f / 640.0f, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f / 480.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, }}}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr); if(caps.MaxPointSize < 32.0) { skip("MaxPointSize < 32.0, skipping(MaxPointsize = %f)\n", caps.MaxPointSize); IDirect3DDevice9_Release(device); goto done; } /* The r500 Windows driver needs a draw with regular texture coordinates at least once during the * device's lifetime, otherwise texture coordinate generation only works for texture 0. */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr=%#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, vertices, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); ptsize = 15.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); ptsize = 31.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); ptsize = 30.75f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); if (caps.MaxPointSize >= 63.0f) { ptsize = 63.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); ptsize = 62.75f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } ptsize = 1.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig); ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *)&ptsizemin_orig); ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); /* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */ ptsize = 15.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); ptsize = 1.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsizemax_orig); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* pointsize < pointsize_min < pointsize_max? * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */ ptsize = 1.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); ptsize = 15.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n"); ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n"); ok(point_match(device, 192, 64, 15), "point_match(192, 64, 15) failed, expected point size 31.\n"); if (caps.MaxPointSize >= 63.0) { ok(point_match(device, 256, 64, 31), "point_match(256, 64, 31) failed, expected point size 63.\n"); ok(point_match(device, 384, 64, 31), "point_match(384, 64, 31) failed, expected point size 63.\n"); } ok(point_match(device, 320, 64, 0), "point_match(320, 64, 0) failed, expected point size 1.\n"); /* ptsize = 15, ptsize_max = 1 --> point has size 1 */ ok(point_match(device, 448, 64, 0), "point_match(448, 64, 0) failed, expected point size 1.\n"); /* ptsize = 1, ptsize_max = default(64), ptsize_min = 15 --> point has size 15 */ ok(point_match(device, 512, 64, 7), "point_match(512, 64, 7) failed, expected point size 15.\n"); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); /* The following code tests point sprites with two textures, to see if each texture coordinate unit * generates texture coordinates for the point(result: Yes, it does) * * However, not all GL implementations support point sprites(they need GL_ARB_point_sprite), but there * is no point sprite cap bit in d3d because native d3d software emulates point sprites. Until the * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture9_LockRect(tex1, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); hr = IDirect3DTexture9_UnlockRect(tex1, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture9_LockRect(tex2, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr); memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); hr = IDirect3DTexture9_UnlockRect(tex2, 0); ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr); ptsize = 32.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize))); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 64-4, 64-4); ok(color == 0x00ff0000, "pSprite: Pixel (64-4),(64-4) has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 64-4, 64+4); ok(color == 0x00000000, "pSprite: Pixel (64-4),(64+4) has color 0x%08x, expected 0x00000000\n", color); color = getPixelColor(device, 64+4, 64+4); ok(color == 0x0000ff00, "pSprite: Pixel (64+4),(64+4) has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 64+4, 64-4); ok(color == 0x00ffff00, "pSprite: Pixel (64+4),(64-4) has color 0x%08x, expected 0x00ffff00\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); U(matrix).m[0][0] = 1.0f / 64.0f; U(matrix).m[1][1] = -1.0f / 64.0f; hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix); ok(SUCCEEDED(hr), "SetTransform failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL ); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_A, *(DWORD *)&a); ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_B, *(DWORD *)&b); ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c); ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, &S(U(matrix))._11, 4); ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#x.\n", hr); } if (caps.MaxPointSize < 63.0f) { skip("MaxPointSize %f < 63.0, skipping some tests.\n", caps.MaxPointSize); goto cleanup; } for (i = 0; i < sizeof(test_setups) / sizeof(test_setups[0]); ++i) { if (caps.VertexShaderVersion < test_setups[i].vs->version || caps.PixelShaderVersion < test_setups[i].ps->version) { skip("Vertex / pixel shader version not supported, skipping test.\n"); continue; } if (test_setups[i].vs->code) { hr = IDirect3DDevice9_CreateVertexShader(device, test_setups[i].vs->code, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); } else { vs = NULL; } if (test_setups[i].ps->code) { hr = IDirect3DDevice9_CreatePixelShader(device, test_setups[i].ps->code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); } else { ps = NULL; } hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j) { BOOL allow_broken = test_setups[i].allow_broken; unsigned int size = tests[j].override_min ? 63 : tests[j].zero_size ? 0 : tests[j].scale ? test_setups[i].scaled_size : test_setups[i].nonscaled_size; if (test_setups[i].accepted_fvf != tests[j].fvf) continue; ptsize = tests[j].zero_size ? 0.0f : 32.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#x.\n", hr); ptsize = tests[j].override_min ? 63.0f : tests[j].zero_size ? 0.0f : ptsizemin_orig; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALEENABLE, tests[j].scale); ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, tests[j].fvf); ok(SUCCEEDED(hr), "Failed setting FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, tests[j].vertex_data, tests[j].vertex_size); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, &rect, backbuffer, &rect, D3DTEXF_NONE); ok(SUCCEEDED(hr), "Failed to blit, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); if (tests[j].zero_size) { /* Technically 0 pointsize is undefined in OpenGL but in practice it seems like * it does the "useful" thing on all the drivers I tried. */ /* On WARP it does draw some pixels, most of the time. */ color = getPixelColor(device, 64, 64); ok(color_match(color, 0x0000ffff, 0) || broken(color_match(color, 0x00ff0000, 0)) || broken(color_match(color, 0x00ffff00, 0)) || broken(color_match(color, 0x00000000, 0)) || broken(color_match(color, 0x0000ff00, 0)), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); } else { struct surface_readback rb; get_rt_readback(backbuffer, &rb); /* On AMD apparently only the first texcoord is modified by the point coordinates * when using SM2/3 pixel shaders. */ color = get_readback_color(&rb, 64 - size / 2 + 1, 64 - size / 2 + 1); ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 - 1, 64 - size / 2 + 1); ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x00ffff00, 0) || (allow_broken && broken(color_match(color, 0x00ff0000, 0))), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 - size / 2 + 1, 64 + size / 2 - 1); ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x00000000, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 - 1, 64 + size / 2 - 1); ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x0000ff00, 0) || (allow_broken && broken(color_match(color, 0x00000000, 0))), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 - size / 2 - 1, 64 - size / 2 - 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 + 1, 64 - size / 2 - 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 - size / 2 - 1, 64 + size / 2 + 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 + 1, 64 + size / 2 + 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); release_surface_readback(&rb); } } IDirect3DDevice9_SetVertexShader(device, NULL); IDirect3DDevice9_SetPixelShader(device, NULL); if (vs) IDirect3DVertexShader9_Release(vs); if (ps) IDirect3DVertexShader9_Release(ps); } cleanup: IDirect3DSurface9_Release(backbuffer); IDirect3DSurface9_Release(rt); IDirect3DTexture9_Release(tex1); IDirect3DTexture9_Release(tex2); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void multiple_rendertargets_test(void) { IDirect3DSurface9 *surf1, *surf2, *backbuf, *readback; IDirect3DPixelShader9 *ps1, *ps2; IDirect3DTexture9 *tex1, *tex2; IDirect3DVertexShader9 *vs; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; UINT i, j; static const DWORD vshader_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff /* end */ }; static const DWORD pshader_code1[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ 0x0000ffff /* end */ }; static const DWORD pshader_code2[] = { 0xffff0300, /* ps_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */ 0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0.0, 0.0, 1.0, 0.0 */ 0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */ 0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */ 0x0000ffff /* end */ }; static const float quad[] = { -1.0f, -1.0f, 0.1f, -1.0f, 1.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; static const float texquad[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.NumSimultaneousRTs < 2) { skip("Only 1 simultaneous render target supported, skipping MRT test.\n"); IDirect3DDevice9_Release(device); goto done; } if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No shader model 3 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 16, 16, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code1, &ps1); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code2, &ps2); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), "Expected color 0x000000ff, got 0x%08x.\n", color); /* Render targets not written by the pixel shader should be unmodified. */ hr = IDirect3DDevice9_SetPixelShader(device, ps1); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), "Expected color 0xff00ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); for (i = 6; i < 10; ++i) { for (j = 6; j < 10; ++j) { color = getPixelColorFromSurface(readback, j, i); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0), "Expected color 0xff0000ff, got 0x%08x at %u, %u.\n", color, j, i); } } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback); ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr); color = getPixelColorFromSurface(readback, 8, 8); ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_SetPixelShader(device, ps2); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 240); ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 240); ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DPixelShader9_Release(ps2); IDirect3DPixelShader9_Release(ps1); IDirect3DVertexShader9_Release(vs); IDirect3DTexture9_Release(tex1); IDirect3DTexture9_Release(tex2); IDirect3DSurface9_Release(surf1); IDirect3DSurface9_Release(surf2); IDirect3DSurface9_Release(backbuf); IDirect3DSurface9_Release(readback); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void pixelshader_blending_test(void) { IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL; IDirect3DTexture9 *offscreenTexture = NULL; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; int fmt_index; DWORD color; HWND window; HRESULT hr; static const struct { const char *fmtName; D3DFORMAT textureFormat; D3DCOLOR resultColorBlending; D3DCOLOR resultColorNoBlending; } test_formats[] = { {"D3DFMT_G16R16", D3DFMT_G16R16, 0x001820ff, 0x002010ff}, {"D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff}, {"D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001820ff, 0x002010ff}, {"D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00182000, 0x00201000}, {"D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff}, {"D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001820ff, 0x002010ff}, {"D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00182000, 0x00201000}, {"D3DFMT_L8", D3DFMT_L8, 0x00181818, 0x00202020}, }; static const float quad[][5] = { {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, }; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, -1.0f, 0.1f}, 0x80103000}, {{-1.0f, 1.0f, 0.1f}, 0x80103000}, {{ 1.0f, -1.0f, 0.1f}, 0x80103000}, {{ 1.0f, 1.0f, 0.1f}, 0x80103000}, }, quad2[] = { {{-1.0f, -1.0f, 0.1f}, 0x80201000}, {{-1.0f, 1.0f, 0.1f}, 0x80201000}, {{ 1.0f, -1.0f, 0.1f}, 0x80201000}, {{ 1.0f, 1.0f, 0.1f}, 0x80201000}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr); for (fmt_index = 0; fmt_index < sizeof(test_formats) / sizeof(*test_formats); ++fmt_index) { D3DFORMAT fmt = test_formats[fmt_index].textureFormat; if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt) != D3D_OK) { skip("%s textures not supported as render targets.\n", test_formats[fmt_index].fmtName); continue; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr); if(!offscreenTexture) { continue; } hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr); if(!offscreen) { continue; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); /* Below we will draw two quads with different colors and try to blend * them together. The result color is compared with the expected * outcome. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Draw a quad using color 0x0010200. */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Draw a quad using color 0x0020100. */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* We don't want to blend the result on the backbuffer. */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Prepare rendering the 'blended' texture quad to the backbuffer. */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); /* This time with the texture. */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK) { /* Compare the color of the center quad with our expectation. */ color = getPixelColor(device, 320, 240); ok(color_match(color, test_formats[fmt_index].resultColorBlending, 1), "Offscreen failed for %s: Got color 0x%08x, expected 0x%08x.\n", test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending); } else { /* No pixel shader blending is supported so expect garbage. The * type of 'garbage' depends on the driver version and OS. E.g. on * G16R16 ATI reports (on old r9600 drivers) 0x00ffffff and on * modern ones 0x002010ff which is also what NVIDIA reports. On * Vista NVIDIA seems to report 0x00ffffff on Geforce7 cards. */ color = getPixelColor(device, 320, 240); ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: Got unexpected color 0x%08x, expected no color blending.\n", test_formats[fmt_index].fmtName, color); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); IDirect3DDevice9_SetTexture(device, 0, NULL); if(offscreenTexture) { IDirect3DTexture9_Release(offscreenTexture); } if(offscreen) { IDirect3DSurface9_Release(offscreen); } } IDirect3DSurface9_Release(backbuffer); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void tssargtemp_test(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0x00ff0000}, {{-1.0f, 1.0f, 0.1f}, 0x00ff0000}, {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000}, {{ 1.0f, 1.0f, 0.1f}, 0x00ff0000}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr); if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DPMISCCAPS_TSSARGTEMP not supported\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_TEMP); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_ADD); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG1, D3DTA_CURRENT); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG2, D3DTA_TEMP); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color == 0x00ffff00, "TSSARGTEMP test returned color 0x%08x, expected 0x00ffff00\n", color); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } /* Drawing Indexed Geometry with instances*/ static void stream_test(void) { IDirect3DVertexDeclaration9 *pDecl = NULL; IDirect3DVertexShader9 *shader = NULL; IDirect3DVertexBuffer9 *vb3 = NULL; IDirect3DVertexBuffer9 *vb2 = NULL; IDirect3DVertexBuffer9 *vb = NULL; IDirect3DIndexBuffer9 *ib = NULL; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; unsigned i; HRESULT hr; BYTE *data; DWORD ind; static const struct testdata { DWORD idxVertex; /* number of instances in the first stream */ DWORD idxColor; /* number of instances in the second stream */ DWORD idxInstance; /* should be 1 ?? */ DWORD color1; /* color 1 instance */ DWORD color2; /* color 2 instance */ DWORD color3; /* color 3 instance */ DWORD color4; /* color 4 instance */ WORD strVertex; /* specify which stream to use 0-2*/ WORD strColor; WORD strInstance; DWORD explicit_zero_freq; } testcases[]= { {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 0 */ {3, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 1 */ {2, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 2 */ {1, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 3 */ {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 4 */ {4, 2, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 5 */ {4, 1, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 6 */ {4, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 7 */ {3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 8 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /* 9 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 10 */ {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 11 */ /* The number of instances is read from stream zero, even if stream zero is not * in use. Exact behavior of this corner case depends on the presence or absence * of D3DSTREAMSOURCE_INDEXEDDATA. r500 GPUs need D3DSTREAMSOURCE_INDEXEDDATA * to be present, otherwise they disable instancing and behave like in a non- * instanced draw. Nvidia drivers do not show different behavior with or without * D3DSTREAMSOURCE_INDEXEDDATA. Note however that setting the value to 0 is not * allowed by the d3d runtime. * * The meaning of (D3DSTREAMSOURCE_INDEXEDDATA | 0) is driver dependent. r500 * will fall back to non-instanced drawing. Geforce 7 will draw 1 instance. * Geforce 8+ will draw nothing. */ {3, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1, 1}, /* 12 */ {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 2, 3, 1, 2}, /* 13 */ {1, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 2, 3, 1, 3}, /* 14 */ {0, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 3, 1, 4}, /* 15 */ }; static const DWORD shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x0000001f, 0x80000005, 0x900f0002, /* dcl_texcoord v2 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x00000002, 0xc00f0000, 0x80e40000, 0x90e40002, /* add oPos, r0, v2 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; /* Note that this set of coordinates and instancepos[] have an implicit * w = 1.0, which is added to w = 2.0, so the perspective divide divides * x, y and z by 2. */ static const float quad[][3] = { {-0.5f, -0.5f, 1.1f}, /*0 */ {-0.5f, 0.5f, 1.1f}, /*1 */ { 0.5f, -0.5f, 1.1f}, /*2 */ { 0.5f, 0.5f, 1.1f}, /*3 */ }; static const float vertcolor[][4] = { {1.0f, 0.0f, 0.0f, 1.0f}, /*0 */ {1.0f, 0.0f, 0.0f, 1.0f}, /*1 */ {1.0f, 0.0f, 0.0f, 1.0f}, /*2 */ {1.0f, 0.0f, 0.0f, 1.0f}, /*3 */ }; /* 4 position for 4 instances */ static const float instancepos[][3] = { {-0.6f,-0.6f, 0.0f}, { 0.6f,-0.6f, 0.0f}, { 0.6f, 0.6f, 0.0f}, {-0.6f, 0.6f, 0.0f}, }; static const short indices[] = {0, 1, 2, 2, 1, 3}; D3DVERTEXELEMENT9 decl[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {2, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)) { skip("No vs_3_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } /* set the default value because it isn't done in wine? */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); /* check for D3DSTREAMSOURCE_INDEXEDDATA at stream0 */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, (D3DSTREAMSOURCE_INSTANCEDATA | 1)); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); /* check wrong cases */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 0); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == 1, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 2); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == 2, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INDEXEDDATA | 0)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == (D3DSTREAMSOURCE_INDEXEDDATA | 0), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | 0)); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA | 0)); ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind); ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr); /* set the default value back */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr); /* create all VertexBuffers*/ hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &vb, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if(!vb) { skip("Failed to create a vertex buffer\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(vertcolor), 0, 0, D3DPOOL_MANAGED, &vb2, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if(!vb2) { skip("Failed to create a vertex buffer\n"); goto out; } hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(instancepos), 0, 0, D3DPOOL_MANAGED, &vb3, NULL); ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr); if(!vb3) { skip("Failed to create a vertex buffer\n"); goto out; } /* create IndexBuffer*/ hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr); if(!ib) { skip("Failed to create an index buffer\n"); goto out; } /* copy all Buffers (Vertex + Index)*/ hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(vertcolor), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, vertcolor, sizeof(vertcolor)); hr = IDirect3DVertexBuffer9_Unlock(vb2); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb3, 0, sizeof(instancepos), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr); memcpy(data, instancepos, sizeof(instancepos)); hr = IDirect3DVertexBuffer9_Unlock(vb3); ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr); hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer9_Unlock(ib); ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr); /* create VertexShader */ hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr); if(!shader) { skip("Failed to create a vertex shader.\n"); goto out; } hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); hr = IDirect3DDevice9_SetIndices(device, ib); ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr); /* run all tests */ for( i = 0; i < sizeof(testcases)/sizeof(testcases[0]); ++i) { struct testdata act = testcases[i]; decl[0].Stream = act.strVertex; decl[1].Stream = act.strColor; decl[2].Stream = act.strInstance; /* create VertexDeclarations */ hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl, &pDecl); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x (case %i)\n", hr, i); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); /* If stream 0 is unused, set the stream frequency regardless to show * that the number if instances is read from it. */ if (act.strVertex && act.strColor && act.strInstance) { hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, D3DSTREAMSOURCE_INDEXEDDATA | act.explicit_zero_freq); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); } hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex)); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor)); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance, (D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance)); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0])); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* set all StreamSource && StreamSourceFreq back to default */ hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1); ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DVertexDeclaration9_Release(pDecl); ok(hr == D3D_OK, "IDirect3DVertexDeclaration9_Release failed with %08x (case %i)\n", hr, i); color = getPixelColor(device, 160, 360); ok(color == act.color1, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color1, i); color = getPixelColor(device, 480, 360); ok(color == act.color2, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color2, i); color = getPixelColor(device, 480, 120); ok(color == act.color3, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color3, i); color = getPixelColor(device, 160, 120); ok(color == act.color4, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color4, i); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x (case %i)\n", hr, i); } out: if(vb) IDirect3DVertexBuffer9_Release(vb); if(vb2)IDirect3DVertexBuffer9_Release(vb2); if(vb3)IDirect3DVertexBuffer9_Release(vb3); if(ib)IDirect3DIndexBuffer9_Release(ib); if(shader)IDirect3DVertexShader9_Release(shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void np2_stretch_rect_test(void) { IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL; IDirect3DTexture9 *dsttex = NULL; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const D3DRECT r1 = {0, 0, 50, 50 }; static const D3DRECT r2 = {50, 0, 100, 50 }; static const D3DRECT r3 = {50, 50, 100, 100}; static const D3DRECT r4 = {0, 50, 50, 100}; static const float quad[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL ); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr); if(!src || !dsttex) { skip("One or more test resources could not be created\n"); goto cleanup; } hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst); ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Clear the StretchRect destination for debugging */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, src); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr); /* Stretchrect before setting the render target back to the backbuffer. This will make Wine use * the target -> texture GL blit path */ hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr); IDirect3DSurface9_Release(dst); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex); ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 480, 360); ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color); color = getPixelColor(device, 160, 120); ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); cleanup: if(src) IDirect3DSurface9_Release(src); if(backbuffer) IDirect3DSurface9_Release(backbuffer); if(dsttex) IDirect3DTexture9_Release(dsttex); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void texop_test(void) { IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DTexture9 *texture = NULL; D3DLOCKED_RECT locked_rect; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; unsigned i; static const struct { float x, y, z; float s, t; D3DCOLOR diffuse; } quad[] = { {-1.0f, -1.0f, 0.1f, -1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, {-1.0f, 1.0f, 0.1f, -1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, { 1.0f, -1.0f, 0.1f, 1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)} }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; static const struct { D3DTEXTUREOP op; const char *name; DWORD caps_flag; D3DCOLOR result; } test_data[] = { {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)}, {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)}, {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)}, {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)}, {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)}, {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)}, {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)}, {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)}, /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */ {D3DTOP_DOTPRODUCT3, "DOTPRODUCT3", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)}, {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)}, {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) { if (!(caps.TextureOpCaps & test_data[i].caps_flag)) { skip("tex operation %s not supported\n", test_data[i].name); continue; } hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", test_data[i].name, color, test_data[i].result); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); } IDirect3DTexture9_Release(texture); IDirect3DVertexDeclaration9_Release(vertex_declaration); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void yuv_color_test(void) { HRESULT hr; IDirect3DSurface9 *surface, *target; unsigned int i; D3DLOCKED_RECT lr; IDirect3D9 *d3d; D3DCOLOR color; D3DFORMAT skip_once = D3DFMT_UNKNOWN; IDirect3DDevice9 *device; D3DSURFACE_DESC desc; ULONG refcount; HWND window; static const struct { DWORD in; D3DFORMAT format; const char *fmt_string; D3DCOLOR left, right; } test_data[] = { {0x00000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x00008700}, {0xff000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x004bff1c}, {0x00ff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00b30000}, {0x0000ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x00008700}, {0x000000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x000030e1}, {0xffff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00ffd01c}, {0xff00ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x004bff1c}, {0xff0000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x004bffff}, {0x00ffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00b30000}, {0x00ff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00b300e1}, {0x0000ffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bffff, 0x001030e1}, {0xffffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00ffd01c}, {0xffff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00ff79ff}, {0xffffffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff79ff, 0x00ff79ff}, {0x4cff4c54, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff0000, 0x00ff0000}, {0x00800080, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00000000, 0x00000000}, {0xff80ff80, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffffff, 0x00ffffff}, {0x1c6b1cff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000000fd, 0x000000fd}, {0x00000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x00008700}, {0xff000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00b30000}, {0x00ff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x004bff1c}, {0x0000ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x000030e1}, {0x000000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x00008700}, {0xffff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00ffd01c}, {0xff00ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00b300e1}, {0xff0000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00b30000}, {0x00ffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x004bffff}, {0x00ff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x004bff1c}, {0x0000ffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bffff, 0x000030e1}, {0xffffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00ff79ff}, {0xffff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00ffd01c}, {0xffffffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff79ff, 0x00ff79ff}, {0x4cff4c54, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000b8b00, 0x00b6ffa3}, {0x00800080, D3DFMT_YUY2, "D3DFMT_YUY2", 0x0000ff00, 0x0000ff00}, {0xff80ff80, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff00ff, 0x00ff00ff}, {0x1c6b1cff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x006dff45, 0x0000d500}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DSurface9_GetDesc(target, &desc); ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++) { /* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect. * Thus use StretchRect to draw the YUV surface onto the screen instead of drawPrimitive. */ if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, test_data[i].format))) { if (skip_once != test_data[i].format) { skip("%s is not supported.\n", test_data[i].fmt_string); skip_once = test_data[i].format; } continue; } if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0, D3DDEVTYPE_HAL, test_data[i].format, desc.Format))) { if (skip_once != test_data[i].format) { skip("Driver cannot blit %s surfaces.\n", test_data[i].fmt_string); skip_once = test_data[i].format; } continue; } /* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1. * However, Nvidia Windows drivers have problems with 2x1 YUY2/UYVY surfaces, so use a 4x1 surface and * fill the second block with dummy data. If the surface has a size of 2x1, those drivers ignore the * second luminance value, resulting in an incorrect color in the right pixel. */ hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 4, 1, test_data[i].format, D3DPOOL_DEFAULT, &surface, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); ((DWORD *)lr.pBits)[0] = test_data[i].in; ((DWORD *)lr.pBits)[1] = 0x00800080; hr = IDirect3DSurface9_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to draw surface onto backbuffer, hr %#x.\n", hr); /* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering * although we asked for point filtering. Be careful when reading the results and use the pixel * centers. In the future we may want to add tests for the filtered pixels as well. * * Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors * vastly differently, so we need a max diff of 18. */ color = getPixelColor(device, 1, 240); ok(color_match(color, test_data[i].left, 18), "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s.\n", test_data[i].in, color, test_data[i].left, test_data[i].fmt_string); color = getPixelColor(device, 318, 240); ok(color_match(color, test_data[i].right, 18), "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s.\n", test_data[i].in, color, test_data[i].right, test_data[i].fmt_string); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DSurface9_Release(surface); } IDirect3DSurface9_Release(target); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void yuv_layout_test(void) { HRESULT hr; IDirect3DSurface9 *surface, *target; unsigned int fmt, i, x, y; D3DFORMAT format; const char *fmt_string; D3DLOCKED_RECT lr; IDirect3D9 *d3d; D3DCOLOR color; DWORD ref_color; BYTE *buf, *chroma_buf, *u_buf, *v_buf; UINT width = 20, height = 16; IDirect3DDevice9 *device; ULONG refcount; D3DCAPS9 caps; D3DSURFACE_DESC desc; HWND window; static const struct { DWORD color1, color2; DWORD rgb1, rgb2; } test_data[] = { { 0x000000, 0xffffff, 0x00008800, 0x00ff7dff }, { 0xff0000, 0x00ffff, 0x004aff14, 0x00b800ee }, { 0x00ff00, 0xff00ff, 0x000024ee, 0x00ffe114 }, { 0x0000ff, 0xffff00, 0x00b80000, 0x004affff }, { 0xffff00, 0x0000ff, 0x004affff, 0x00b80000 }, { 0xff00ff, 0x00ff00, 0x00ffe114, 0x000024ee }, { 0x00ffff, 0xff0000, 0x00b800ee, 0x004aff14 }, { 0xffffff, 0x000000, 0x00ff7dff, 0x00008800 }, }; static const struct { D3DFORMAT format; const char *str; } formats[] = { { D3DFMT_UYVY, "D3DFMT_UYVY", }, { D3DFMT_YUY2, "D3DFMT_YUY2", }, { MAKEFOURCC('Y','V','1','2'), "D3DFMT_YV12", }, { MAKEFOURCC('N','V','1','2'), "D3DFMT_NV12", }, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_POW2 && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) { skip("No NP2 texture support, skipping YUV texture layout test.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %#x.\n", hr); hr = IDirect3DSurface9_GetDesc(target, &desc); ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); for (fmt = 0; fmt < sizeof(formats) / sizeof(formats[0]); fmt++) { format = formats[fmt].format; fmt_string = formats[fmt].str; /* Some (all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in * StretchRect. Thus use StretchRect to draw the YUV surface onto the screen instead * of drawPrimitive. */ if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, format) != D3D_OK) { skip("%s is not supported.\n", fmt_string); continue; } if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0, D3DDEVTYPE_HAL, format, desc.Format))) { skip("Driver cannot blit %s surfaces.\n", fmt_string); continue; } hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format, D3DPOOL_DEFAULT, &surface, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %#x.\n", hr); for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++) { hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %#x.\n", hr); buf = lr.pBits; chroma_buf = buf + lr.Pitch * height; if (format == MAKEFOURCC('Y','V','1','2')) { v_buf = chroma_buf; u_buf = chroma_buf + height / 2 * lr.Pitch/2; } /* Draw the top left quarter of the screen with color1, the rest with color2 */ for (y = 0; y < height; y++) { for (x = 0; x < width; x += 2) { DWORD color = (x < width / 2 && y < height / 2) ? test_data[i].color1 : test_data[i].color2; BYTE Y = (color >> 16) & 0xff; BYTE U = (color >> 8) & 0xff; BYTE V = (color >> 0) & 0xff; if (format == D3DFMT_UYVY) { buf[y * lr.Pitch + 2 * x + 0] = U; buf[y * lr.Pitch + 2 * x + 1] = Y; buf[y * lr.Pitch + 2 * x + 2] = V; buf[y * lr.Pitch + 2 * x + 3] = Y; } else if (format == D3DFMT_YUY2) { buf[y * lr.Pitch + 2 * x + 0] = Y; buf[y * lr.Pitch + 2 * x + 1] = U; buf[y * lr.Pitch + 2 * x + 2] = Y; buf[y * lr.Pitch + 2 * x + 3] = V; } else if (format == MAKEFOURCC('Y','V','1','2')) { buf[y * lr.Pitch + x + 0] = Y; buf[y * lr.Pitch + x + 1] = Y; u_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = U; v_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = V; } else if (format == MAKEFOURCC('N','V','1','2')) { buf[y * lr.Pitch + x + 0] = Y; buf[y * lr.Pitch + x + 1] = Y; chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 0] = U; chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 1] = V; } } } hr = IDirect3DSurface9_UnlockRect(surface); ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT); ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %#x.\n", hr); /* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering * although we asked for point filtering. To prevent running into precision problems, read at points * with some margin within each quadrant. * * Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors * vastly differently, so we need a max diff of 18. */ for (y = 0; y < 4; y++) { for (x = 0; x < 4; x++) { UINT xcoord = (1 + 2 * x) * 640 / 8; UINT ycoord = (1 + 2 * y) * 480 / 8; ref_color = (y < 2 && x < 2) ? test_data[i].rgb1 : test_data[i].rgb2; color = getPixelColor(device, xcoord, ycoord); ok(color_match(color, ref_color, 18), "Format %s: Got color %#x for pixel (%d/%d)/(%d/%d), pixel %d %d, expected %#x.\n", fmt_string, color, x, 4, y, 4, xcoord, ycoord, ref_color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with %#x.\n", hr); } IDirect3DSurface9_Release(surface); } IDirect3DSurface9_Release(target); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void texop_range_test(void) { IDirect3DTexture9 *texture; D3DLOCKED_RECT locked_rect; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const struct { float x, y, z; D3DCOLOR diffuse; } quad[] = { {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}, { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)} }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } /* We need ADD and SUBTRACT operations */ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); if (!(caps.TextureOpCaps & D3DTEXOPCAPS_ADD)) { skip("D3DTOP_ADD is not supported, skipping value range test.\n"); IDirect3DDevice9_Release(device); goto done; } if (!(caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)) { skip("D3DTEXOPCAPS_SUBTRACT is not supported, skipping value range test.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Stage 1: result = diffuse(=1.0) + diffuse * stage 2: result = result - tfactor(= 0.5) */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SUBTRACT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear device, hr %#x.\n\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00808080, 1), "texop Range > 1.0 returned 0x%08x, expected 0x00808080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00); hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); /* Stage 1: result = texture(=0.0) - tfactor(= 0.5) * stage 2: result = result + diffuse(1.0) */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SUBTRACT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffffff, 1), "texop Range < 0.0 returned 0x%08x, expected 0x00ffffff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); IDirect3DTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void alphareplicate_test(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; DWORD color; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0x80ff00ff}, {{-1.0f, 1.0f, 0.1f}, 0x80ff00ff}, {{ 1.0f, -1.0f, 0.1f}, 0x80ff00ff}, {{ 1.0f, 1.0f, 0.1f}, 0x80ff00ff}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00808080, 1), "alphareplicate test 0x%08x, expected 0x00808080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void dp3_alpha_test(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0x408080c0}, {{-1.0f, 1.0f, 0.1f}, 0x408080c0}, {{ 1.0f, -1.0f, 0.1f}, 0x408080c0}, {{ 1.0f, 1.0f, 0.1f}, 0x408080c0}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)) { skip("D3DTOP_DOTPRODUCT3 not supported\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); /* dp3_x4 r0, diffuse_bias, tfactor_bias * mov r0.a, diffuse.a * mov r0, r0.a * * It turns out that the 2nd line is ignored, and the dp3 result written into r0.a instead * thus with input vec4(0.5, 0.5, 0.75, 0.25) and vec4(1.0, 1.0, 1.0, 1.0) the result is * (0.0 * 0.5 + 0.0 * 0.5 + 0.25 * 0.5) * 4 = 0.125 * 4 = 0.5, with a bunch of inprecision. */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT | D3DTA_ALPHAREPLICATE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xffffffff); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00808080, 4), "dp3 alpha test 0x%08x, expected 0x00808080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void zwriteenable_test(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, -1.0f, 0.1f}, 0x00ff0000}, {{-1.0f, 1.0f, 0.1f}, 0x00ff0000}, {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000}, {{ 1.0f, 1.0f, 0.1f}, 0x00ff0000}, }, quad2[] = { {{-1.0f, -1.0f, 0.9f}, 0x0000ff00}, {{-1.0f, 1.0f, 0.9f}, 0x0000ff00}, {{ 1.0f, -1.0f, 0.9f}, 0x0000ff00}, {{ 1.0f, 1.0f, 0.9f}, 0x0000ff00}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* The Z buffer is filled with 1.0. Draw a red quad with z = 0.1, * zenable = D3DZB_FALSE, zwriteenable = TRUE. The red color is written * because the z test is disabled. The question is whether the z = 0.1 * values are written into the Z buffer. After the draw, set * zenable = TRUE and draw a green quad at z = 0.9. If the values are * written, the z test will fail(0.9 > 0.1) and the red color remains. If * the values are not written, the z test succeeds(0.9 < 1.0) and the * green color is written. It turns out that the screen is green, so * zenable = D3DZB_FALSE and zwriteenable = TRUE does NOT write to the z * buffer. */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "zwriteenable test returned 0x%08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void alphatest_test(void) { #define ALPHATEST_PASSED 0x0000ff00 #define ALPHATEST_FAILED 0x00ff0000 IDirect3DDevice9 *device; unsigned int i, j; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const struct { D3DCMPFUNC func; D3DCOLOR color_less; D3DCOLOR color_equal; D3DCOLOR color_greater; } testdata[] = { {D3DCMP_NEVER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_FAILED}, {D3DCMP_LESS, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_FAILED}, {D3DCMP_EQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_FAILED}, {D3DCMP_LESSEQUAL, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_FAILED}, {D3DCMP_GREATER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_PASSED}, {D3DCMP_NOTEQUAL, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_PASSED}, {D3DCMP_GREATEREQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_PASSED}, {D3DCMP_ALWAYS, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_PASSED}, }; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, {{-1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, {{ 1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, {{ 1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); for (j = 0; j < 2; ++j) { if (j == 1) { /* Try a pixel shader instead of fixed function. The wined3d code * may emulate the alpha test either for performance reasons * (floating point RTs) or to work around driver bugs (GeForce * 7x00 cards on MacOS). There may be a different codepath for ffp * and shader in this case, and the test should cover both. */ IDirect3DPixelShader9 *ps; static const DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff /* end */ }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with 0x%08x\n", hr); if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { break; } hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); IDirect3DPixelShader9_Release(ps); } for(i = 0; i < (sizeof(testdata)/sizeof(testdata[0])); i++) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, testdata[i].func); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x90); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, testdata[i].color_less, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha < ref, func %u\n", color, testdata[i].color_less, testdata[i].func); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x80); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, testdata[i].color_equal, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha == ref, func %u\n", color, testdata[i].color_equal, testdata[i].func); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x70); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, testdata[i].color_greater, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha > ref, func %u\n", color, testdata[i].color_greater, testdata[i].func); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr); } } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void sincos_test(void) { IDirect3DVertexShader9 *sin_shader, *cos_shader; IDirect3DDevice9 *device; struct vec3 data[1280]; IDirect3D9 *d3d; unsigned int i; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const DWORD sin_shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ 0x04000025, 0x80020000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.y, r1.x, c0, c1 */ 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ 0x03000005, 0xc0020000, 0x80550000, 0xa0ff0002, /* mul oPos.y, r0.y, c2.w */ 0x02000001, 0xd00f0000, 0xa0a60002, /* mov oD0, c2.zyzz */ 0x0000ffff /* end */ }; static const DWORD cos_shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */ 0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */ 0x04000025, 0x80010000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.x, r1.x, c0, c1 */ 0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */ 0x03000005, 0xc0020000, 0x80000000, 0xa0ff0002, /* mul oPos.y, r0.x, c2.w */ 0x02000001, 0xd00f0000, 0xa0a90002, /* mov oD0, c2.yzzz */ 0x0000ffff /* end */ }; static const float sincosc1[4] = {D3DSINCOSCONST1}; static const float sincosc2[4] = {D3DSINCOSCONST2}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No vs_2_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, sin_shader_code, &sin_shader); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, cos_shader_code, &cos_shader); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, sincosc1, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, sincosc2, 1); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr); /* Generate a point from -1 to 1 every 0.5 pixels */ for(i = 0; i < 1280; i++) { data[i].x = (-640.0 + i) / 640.0; data[i].y = 0.0; data[i].z = 0.1; } hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, sin_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, cos_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr); /* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */ IDirect3DVertexShader9_Release(sin_shader); IDirect3DVertexShader9_Release(cos_shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void loop_index_test(void) { IDirect3DVertexShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; float values[4]; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const DWORD shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ 0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */ 0x04000002, 0x800f0000, 0x80e40000, 0xa0e42001, 0xf0e40800, /* add r0, r0, c[aL + 1] */ 0x0000001d, /* endloop */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x80e40000, /* mov oD0, r0 */ 0x0000ffff /* END */ }; static const float quad[] = { -1.0f, -1.0f, 0.1f, -1.0f, 1.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; static const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; static const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; static const int i0[4] = {2, 10, -3, 0}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No vs_2_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); values[0] = 1.0; values[1] = 1.0; values[2] = 0.0; values[3] = 0.0; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); values[0] = -1.0; values[1] = 0.0; values[2] = 0.0; values[3] = 0.0; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantI returned %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "aL indexing test returned color 0x%08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVertexShader9_Release(shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void sgn_test(void) { IDirect3DVertexShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const DWORD shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position o0 */ 0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */ 0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x04000022, 0x800f0000, 0xa0e40000, 0x80e40001, 0x80e40002, /* sgn r0, c0, r1, r2 */ 0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001, /* add oD0, r0, c1 */ 0x0000ffff /* end */ }; static const float quad[] = { -1.0f, -1.0f, 0.1f, -1.0f, 1.0f, 0.1f, 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 0.1f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No vs_2_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x008000ff, 1), "sgn test returned color 0x%08x, expected 0x008000ff\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DVertexShader9_Release(shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void viewport_test(void) { IDirect3DDevice9 *device; BOOL draw_failed = TRUE; D3DVIEWPORT9 vp; IDirect3D9 *d3d; ULONG refcount; DWORD color; HWND window; HRESULT hr; static const float quad[] = { -0.5f, -0.5f, 0.1f, -0.5f, 0.5f, 0.1f, 0.5f, -0.5f, 0.1f, 0.5f, 0.5f, 0.1f, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); /* Test a viewport with Width and Height bigger than the surface dimensions * * TODO: Test Width < surface.width, but X + Width > surface.width * TODO: Test Width < surface.width, what happens with the height? * * The expected behavior is that the viewport behaves like the "default" * viewport with X = Y = 0, Width = surface_width, Height = surface_height, * MinZ = 0.0, MaxZ = 1.0. * * Starting with Windows 7 the behavior among driver versions is not * consistent. The SetViewport call is accepted on all drivers. Some * drivers(older nvidia ones) refuse to draw and return an error. Newer * nvidia drivers draw, but use the actual values in the viewport and only * display the upper left part on the surface. */ memset(&vp, 0, sizeof(vp)); vp.X = 0; vp.Y = 0; vp.Width = 10000; vp.Height = 10000; vp.MinZ = 0.0; vp.MaxZ = 0.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float)); ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "Got unexpected hr %#x.\n", hr); draw_failed = FAILED(hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); if(!draw_failed) { color = getPixelColor(device, 158, 118); ok(color == 0x00ff0000, "viewport test: (158,118) has color %08x\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00ff0000, "viewport test: (162,118) has color %08x\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ff0000, "viewport test: (158,122) has color %08x\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (162,122) has color %08x\n", color); color = getPixelColor(device, 478, 358); ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (478,358 has color %08x\n", color); color = getPixelColor(device, 482, 358); ok(color == 0x00ff0000, "viewport test: (482,358) has color %08x\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ff0000, "viewport test: (478,362) has color %08x\n", color); color = getPixelColor(device, 482, 362); ok(color == 0x00ff0000, "viewport test: (482,362) has color %08x\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } /* This test tests depth clamping / clipping behaviour: * - With software vertex processing, depth values are clamped to the * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the * same as regular vertices here. * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored. * Normal vertices are always clipped. Pretransformed vertices are * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't. * - The viewport's MinZ/MaxZ is irrelevant for this. */ static void depth_clamp_test(void) { IDirect3DDevice9 *device; D3DVIEWPORT9 vp; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const struct { struct vec4 position; DWORD diffuse; } quad1[] = { {{ 0.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f}, {{640.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f}, {{ 0.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f}, {{640.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f}, }, quad2[] = { {{ 0.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814}, {{640.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814}, {{ 0.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814}, {{640.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814}, }, quad3[] = { {{112.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff}, {{208.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff}, {{112.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff}, {{208.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff}, }, quad4[] = { {{ 42.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff}, {{112.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff}, {{ 42.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff}, {{112.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff}, }; static const struct { struct vec3 position; DWORD diffuse; } quad5[] = { {{-0.5f, 0.5f, 10.0f}, 0xff14f914}, {{ 0.5f, 0.5f, 10.0f}, 0xff14f914}, {{-0.5f, -0.5f, 10.0f}, 0xff14f914}, {{ 0.5f, -0.5f, 10.0f}, 0xff14f914}, }, quad6[] = { {{-1.0f, 0.5f, 10.0f}, 0xfff91414}, {{ 1.0f, 0.5f, 10.0f}, 0xfff91414}, {{-1.0f, 0.25f, 10.0f}, 0xfff91414}, {{ 1.0f, 0.25f, 10.0f}, 0xfff91414}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 7.5; hr = IDirect3DDevice9_SetViewport(device, &vp); if(FAILED(hr)) { /* Windows 7 rejects MaxZ > 1.0, Windows XP allows it. This doesn't break * the tests because the 7.5 is just intended to show that it doesn't have * any influence on the drawing or D3DRS_CLIPPING = FALSE. Set an accepted * viewport and continue. */ ok(broken(hr == D3DERR_INVALIDCALL), "D3D rejected maxZ > 1.0\n"); vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); } ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); } else { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void depth_bounds_test(void) { static const struct { struct vec4 position; DWORD diffuse; } quad1[] = { {{ 0.0f, 0.0f, 0.0f, 1.0f}, 0xfff9e814}, {{640.0f, 0.0f, 0.0f, 1.0f}, 0xfff9e814}, {{ 0.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814}, {{640.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814}, }, quad2[] = { {{ 0.0f, 0.0f, 0.6f, 1.0f}, 0xff002b7f}, {{640.0f, 0.0f, 0.6f, 1.0f}, 0xff002b7f}, {{ 0.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f}, {{640.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f}, }, quad3[] = { {{ 0.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414}, {{640.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414}, {{ 0.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414}, {{640.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414}, }; union { DWORD d; float f; } tmpvalue; IDirect3DSurface9 *offscreen_surface = NULL; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, MAKEFOURCC('N','V','D','B')) != D3D_OK) { skip("No NVDB (depth bounds test) support, skipping tests.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, MAKEFOURCC('N','V','D','B'), D3DPOOL_DEFAULT, &offscreen_surface, NULL); ok(FAILED(hr), "Able to create surface, hr %#x.\n", hr); if (offscreen_surface) IDirect3DSurface9_Release(offscreen_surface); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, MAKEFOURCC('N','V','D','B')); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); tmpvalue.f = 0.625; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); tmpvalue.f = 0.75; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_W, tmpvalue.d); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); tmpvalue.f = 0.75; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); color = getPixelColor(device, 150, 130); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 200); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 300-5); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 300+5); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ color = getPixelColor(device, 150, 330); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 360-5); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/ color = getPixelColor(device, 150, 360+5); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void depth_buffer_test(void) { static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0, 1.0, 0.33f}, 0xff00ff00}, {{ 1.0, 1.0, 0.33f}, 0xff00ff00}, {{-1.0, -1.0, 0.33f}, 0xff00ff00}, {{ 1.0, -1.0, 0.33f}, 0xff00ff00}, }, quad2[] = { {{-1.0, 1.0, 0.50f}, 0xffff00ff}, {{ 1.0, 1.0, 0.50f}, 0xffff00ff}, {{-1.0, -1.0, 0.50f}, 0xffff00ff}, {{ 1.0, -1.0, 0.50f}, 0xffff00ff}, }, quad3[] = { {{-1.0, 1.0, 0.66f}, 0xffff0000}, {{ 1.0, 1.0, 0.66f}, 0xffff0000}, {{-1.0, -1.0, 0.66f}, 0xffff0000}, {{ 1.0, -1.0, 0.66f}, 0xffff0000}, }; static const DWORD expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; IDirect3DSurface9 *backbuffer, *rt1, *rt2, *rt3; IDirect3DDevice9 *device; unsigned int i, j; D3DVIEWPORT9 vp; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt3, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt3); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { unsigned int x = 80 * ((2 * j) + 1); unsigned int y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, expected_colors[i][j], 0), "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface9_Release(backbuffer); IDirect3DSurface9_Release(rt3); IDirect3DSurface9_Release(rt2); IDirect3DSurface9_Release(rt1); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } /* Test that partial depth copies work the way they're supposed to. The clear * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and * the following draw should only copy back the part that was modified. */ static void depth_buffer2_test(void) { static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, 1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.66f}, 0xffff0000}, {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, }; IDirect3DSurface9 *backbuffer, *rt1, *rt2; IDirect3DDevice9 *device; unsigned int i, j; D3DVIEWPORT9 vp; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { unsigned int x = 80 * ((2 * j) + 1); unsigned int y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00 at %u,%u, got 0x%08x.\n", x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface9_Release(backbuffer); IDirect3DSurface9_Release(rt2); IDirect3DSurface9_Release(rt1); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void depth_blit_test(void) { static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, 1.0f, 0.33f}, 0xff00ff00}, {{ 1.0f, 1.0f, 0.33f}, 0xff00ff00}, {{-1.0f, -1.0f, 0.33f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.33f}, 0xff00ff00}, }, quad2[] = { {{-1.0f, 1.0f, 0.66f}, 0xff0000ff}, {{ 1.0f, 1.0f, 0.66f}, 0xff0000ff}, {{-1.0f, -1.0f, 0.66f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.66f}, 0xff0000ff}, }; static const DWORD expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; IDirect3DSurface9 *backbuffer, *ds1, *ds2, *ds3; IDirect3DDevice9 *device; RECT src_rect, dst_rect; unsigned int i, j; D3DVIEWPORT9 vp; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice9_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL); ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 320, 240, D3DFMT_D24S8, 0, 0, FALSE, &ds3, NULL); ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); SetRect(&dst_rect, 0, 0, 480, 360); hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); SetRect(&dst_rect, 0, 0, 320, 240); hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); /* Partial blit. */ SetRect(&src_rect, 0, 0, 320, 240); SetRect(&dst_rect, 0, 0, 320, 240); hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Flipped. */ SetRect(&src_rect, 0, 0, 640, 480); SetRect(&dst_rect, 0, 480, 640, 0); hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); /* Full, explicit. */ SetRect(&src_rect, 0, 0, 640, 480); SetRect(&dst_rect, 0, 0, 640, 480); hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); /* Filtered blit. */ hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); /* Depth -> color blit.*/ hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); IDirect3DSurface9_Release(backbuffer); /* Full surface, different sizes */ hr = IDirect3DDevice9_StretchRect(device, ds3, NULL, ds1, NULL, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice9_StretchRect(device, ds1, NULL, ds3, NULL, D3DTEXF_POINT); ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { unsigned int x = 80 * ((2 * j) + 1); unsigned int y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, expected_colors[i][j], 0), "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface9_Release(ds3); IDirect3DSurface9_Release(ds2); IDirect3DSurface9_Release(ds1); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void intz_test(void) { static const DWORD ps_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x03010042, 0x800f0001, 0xb0e40000, 0xa0e40800, /* texldp r1, t0, s0 */ 0x02000001, 0x80020000, 0x80000001, /* mov r0.y, r1.x */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; struct { float x, y, z; float s, t, p, q; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }, half_quad_1[] = { { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }, half_quad_2[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }; struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, 0x20204020}, {240, 100, 0x6060bf60}, {400, 100, 0x9f9f409f}, {560, 100, 0xdfdfbfdf}, { 80, 450, 0x20204020}, {240, 450, 0x6060bf60}, {400, 450, 0x9f9f409f}, {560, 450, 0xdfdfbfdf}, }; IDirect3DSurface9 *original_rt, *rt; struct surface_readback rb; IDirect3DTexture9 *texture; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; IDirect3DSurface9 *ds; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; UINT i; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) { skip("No INTZ support, skipping INTZ test.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { skip("No pixel shader 2.0 support, skipping INTZ test.\n"); IDirect3DDevice9_Release(device); goto done; } if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); /* Render offscreen, using the INTZ texture as depth buffer */ hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } release_surface_readback(&rb); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); /* Render onscreen while using the INTZ texture as depth buffer */ hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } release_surface_readback(&rb); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } release_surface_readback(&rb); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); IDirect3DPixelShader9_Release(ps); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(rt); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void shadow_test(void) { static const DWORD ps_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x03010042, 0x800f0001, 0xb0e40000, 0xa0e40800, /* texldp r1, t0, s0 */ 0x02000001, 0x80020000, 0x80000001, /* mov r0.y, r1.x */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; struct { D3DFORMAT format; const char *name; } formats[] = { {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"}, {D3DFMT_D32, "D3DFMT_D32"}, {D3DFMT_D15S1, "D3DFMT_D15S1"}, {D3DFMT_D24S8, "D3DFMT_D24S8"}, {D3DFMT_D24X8, "D3DFMT_D24X8"}, {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"}, {D3DFMT_D16, "D3DFMT_D16"}, {D3DFMT_D32F_LOCKABLE, "D3DFMT_D32F_LOCKABLE"}, {D3DFMT_D24FS8, "D3DFMT_D24FS8"}, }; struct { float x, y, z; float s, t, p, q; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f}, }; struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { {400, 60, 0x00000000}, {560, 180, 0xffff00ff}, {560, 300, 0xffff00ff}, {400, 420, 0xffffffff}, {240, 420, 0xffffffff}, { 80, 300, 0x00000000}, { 80, 180, 0x00000000}, {240, 60, 0x00000000}, }; IDirect3DSurface9 *original_ds, *original_rt, *rt; struct surface_readback rb; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; UINT i; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { skip("No pixel shader 2.0 support, skipping shadow test.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { D3DFORMAT format = formats[i].format; IDirect3DTexture9 *texture; IDirect3DSurface9 *ds; unsigned int j; if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format))) continue; hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Do the actual shadow mapping. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); get_rt_readback(original_rt, &rb); for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j) { D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); /* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8, * whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb. * Accept alpha mismatches as broken but make sure to check the color channels. */ ok(color_match(color, expected_colors[j].color, 0) || broken(color_match(color & 0x00ffffff, expected_colors[j].color & 0x00ffffff, 0)), "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, formats[i].name, color); } release_surface_readback(&rb); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); } IDirect3DPixelShader9_Release(ps); IDirect3DSurface9_Release(original_ds); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(rt); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void clip_planes(IDirect3DDevice9 *device, const char *test_name) { static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, -1.0f, 0.0f}, 0xfff9e814}, {{-1.0f, 1.0f, 0.0f}, 0xfff9e814}, {{ 1.0f, -1.0f, 0.0f}, 0xfff9e814}, {{ 1.0f, 1.0f, 0.0f}, 0xfff9e814}, }, quad2[] = { {{-1.0f, -1.0f, 0.0f}, 0xff002b7f}, {{-1.0f, 1.0f, 0.0f}, 0xff002b7f}, {{ 1.0f, -1.0f, 0.0f}, 0xff002b7f}, {{ 1.0f, 1.0f, 0.0f}, 0xff002b7f}, }; D3DCOLOR color; HRESULT hr; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x1); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); color = getPixelColor(device, 1, 240); ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); color = getPixelColor(device, 638, 240); ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color); color = getPixelColor(device, 1, 241); ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); color = getPixelColor(device, 638, 241); ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color); } static void clip_planes_test(void) { IDirect3DSurface9 *offscreen_surface, *original_rt; IDirect3DTexture9 *offscreen = NULL; IDirect3DVertexShader9 *shader; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const float plane0[4] = {0.0f, 1.0f, 0.0f, 0.5f / 480.0f}; /* a quarter-pixel offset */ static const DWORD shader_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff /* end */ }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No vs_2_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr); IDirect3DDevice9_SetClipPlane(device, 0, plane0); clip_planes(device, "Onscreen FFP"); hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(offscreen, 0, &offscreen_surface); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); clip_planes(device, "Offscreen FFP"); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); clip_planes(device, "Onscreen vertex shader"); hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr); clip_planes(device, "Offscreen vertex shader"); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DVertexShader9_Release(shader); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(offscreen_surface); IDirect3DTexture9_Release(offscreen); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void fp_special_test(void) { /* Microsoft's assembler generates nan and inf with "1.#QNAN" and "1.#INF." respectively */ static const DWORD vs_header[] = { 0xfffe0200, /* vs_2_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ 0x05000051, 0xa00f0001, 0x7fc00000, 0xff800000, 0x7f800000, 0x00000000, /* def c1, nan, -inf, inf, 0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */ }; static const DWORD vs_log[] = {0x0200000f, 0x80010000, 0x90000001}; /* log r0.x, v1.x */ static const DWORD vs_pow[] = {0x03000020, 0x80010000, 0x90000001, 0x90000001}; /* pow r0.x, v1.x, v1.x */ static const DWORD vs_nrm[] = {0x02000024, 0x80070000, 0x90000001}; /* nrm r0.xyz, v1.x */ static const DWORD vs_rcp1[] = {0x02000006, 0x80010000, 0x90000001}; /* rcp r0.x, v1.x */ static const DWORD vs_rcp2[] = {0x02000006, 0x80010000, 0x91000001}; /* rcp r0.x, -v1.x */ static const DWORD vs_rsq1[] = {0x02000007, 0x80010000, 0x90000001}; /* rsq r0.x, v1.x */ static const DWORD vs_rsq2[] = {0x02000007, 0x80010000, 0x91000001}; /* rsq r0.x, -v1.x */ static const DWORD vs_lit[] = {0x02000010, 0x800f0000, 0x90000001, /* lit r0, v1.xxxx */ 0x02000001, 0x80010000, 0x80aa0000}; /* mov r0.x, v0.z */ static const DWORD vs_def1[] = {0x02000001, 0x80010000, 0xa0000001}; /* mov r0.x, c1.x */ static const DWORD vs_def2[] = {0x02000001, 0x80010000, 0xa0550001}; /* mov r0.x, c1.y */ static const DWORD vs_def3[] = {0x02000001, 0x80010000, 0xa0aa0001}; /* mov r0.x, c1.z */ static const DWORD vs_footer[] = { 0x03000005, 0x80020000, 0x80000000, 0xa0ff0000, /* mul r0.y, r0.x, c0.w */ 0x0300000d, 0x80040000, 0x80000000, 0x80550000, /* sge r0.z, r0.x, r0.y */ 0x0300000d, 0x80020000, 0x80e40000, 0x80000000, /* sge r0.y, r0, r0.x */ 0x03000005, 0x80040000, 0x80550000, 0x80e40000, /* mul r0.z, r0.y, r0 */ 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ 0x0300000c, 0x80020000, 0x80000000, 0x80000000, /* slt r0.y, r0.x, r0.x */ 0x03000002, 0x80040000, 0x80550000, 0x80550000, /* add r0.z, r0.y, r0.y */ 0x0300000c, 0x80020000, 0xa0000000, 0x80ff0000, /* slt r0.y, c0.x, r0.w */ 0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */ 0x03000002, 0x80040000, 0x81550000, 0xa0e40000, /* add r0.z, -r0.y, c0 */ 0x0300000c, 0x80080000, 0xa0000000, 0x80e40000, /* slt r0.w, c0.x, r0 */ 0x03000005, 0x80040000, 0x80ff0000, 0x80e40000, /* mul r0.z, r0.w, r0 */ 0x04000004, 0x80020000, 0x80aa0000, 0xa0e40000, 0x80e40000, /* mad r0.y, r0.z, c0, r0 */ 0x02000001, 0xe0030000, 0x80e40000, /* mov oT0.xy, r0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff, /* end */ }; static const struct { const char *name; const DWORD *ops; DWORD size; D3DCOLOR r500; D3DCOLOR r600; D3DCOLOR nv40; D3DCOLOR nv50; D3DCOLOR warp; } vs_body[] = { /* The basic ideas here are: * 2.0 * +/-INF == +/-INF * NAN != NAN * * The vertex shader value is written to the red component, with 0.0 * and +/-INF mapping to 0xff, and NAN to 0x7f. Anything else should * result in 0x00. The pixel shader value is written to the green * component, but here 0.0 also results in 0x00. The actual value is * written to the blue component. * * There are considerable differences between graphics cards in how * these are handled, but pow and nrm never generate INF or NAN on * real hardware. */ {"log", vs_log, sizeof(vs_log), 0x00000000, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000}, {"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x000000ff, 0x0000ff00, 0x000000ff, 0x00008000}, {"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x00ff0000, 0x00008000}, {"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, {"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x000000ff, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000}, {"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, {"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, {"lit", vs_lit, sizeof(vs_lit), 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, {"def1", vs_def1, sizeof(vs_def1), 0x000000ff, 0x00007f00, 0x0000ff00, 0x00007f00, 0x00008000}, {"def2", vs_def2, sizeof(vs_def2), 0x00ff0000, 0x00ff7f00, 0x00ff0000, 0x00ff7f00, 0x00ff8000}, {"def3", vs_def3, sizeof(vs_def3), 0x00ff00ff, 0x00ff7f00, 0x00ff00ff, 0x00ff7f00, 0x00ff8000}, }; static const DWORD ps_code[] = { 0xffff0200, /* ps_2_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */ 0x0200001f, 0x80000000, 0xb0030000, /* dcl t0.xy */ 0x0300000b, 0x80010001, 0xb0e40000, 0xa0e40000, /* max r1.x, t0, c0 */ 0x0300000a, 0x80010000, 0xb0e40000, 0xa0e40000, /* min r0.x, t0, c0 */ 0x03000002, 0x80010000, 0x80e40000, 0x81e40001, /* add r0.x, r0, -r1 */ 0x04000004, 0x80010001, 0xb0e40000, 0xa0ff0000, 0xb1e40000, /* mad r1.x, t0, c0.w. -t0 */ 0x02000023, 0x80010002, 0x80e40001, /* abs r2.x, r1 */ 0x02000023, 0x80010000, 0x80e40000, /* abs r0.x, r0 */ 0x02000023, 0x80010001, 0xb0e40000, /* abs r1.x, t0 */ 0x04000058, 0x80010002, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r2, c0.z, c0 */ 0x02000023, 0x80010002, 0x80e40002, /* abs r2.x, r2 */ 0x04000058, 0x80010001, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r1.x, -r1, c0.z, c0 */ 0x02000023, 0x80010001, 0x80e40001, /* abs r1.x, r1 */ 0x04000058, 0x80010003, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r3.x, -r2, c0.z, c0 */ 0x04000058, 0x80010002, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r1, c0.z, c0 */ 0x04000058, 0x80010000, 0x81e40000, 0xa0550000, 0xa0e40000, /* cmp r0.x, -r0, c0.y, c0 */ 0x03000005, 0x80010002, 0x80e40002, 0x80e40003, /* mul r2.x, r2, r3 */ 0x04000058, 0x80010000, 0x81e40002, 0xa0aa0000, 0x80e40000, /* cmp r0.x, -r2, c0.z, r0 */ 0x04000058, 0x80020000, 0x81000001, 0x80000000, 0xa0000000, /* cmp r0.y, -r1.x, r0.x, c0.x */ 0x02000001, 0x80050000, 0xb0c90000, /* mov r0.xz, t0.yzxw */ 0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.w, c0.z */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; struct { float x, y, z; float s; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f}, { 1.0f, 1.0f, 1.0f, 0.0f}, { -1.0f, -1.0f, 0.0f, 0.0f}, { 1.0f, -1.0f, 1.0f, 0.0f}, }; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; UINT body_size = 0; IDirect3D9 *d3d; DWORD *vs_code; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; UINT i; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) { skip("No shader model 2.0 support, skipping floating point specials test.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE1(0)); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) { if (vs_body[i].size > body_size) body_size = vs_body[i].size; } vs_code = HeapAlloc(GetProcessHeap(), 0, sizeof(vs_header) + body_size + sizeof(vs_footer)); memcpy(vs_code, vs_header, sizeof(vs_header)); for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i) { DWORD offset = sizeof(vs_header) / sizeof(*vs_header); IDirect3DVertexShader9 *vs; D3DCOLOR color; memcpy(vs_code + offset, vs_body[i].ops, vs_body[i].size); offset += vs_body[i].size / sizeof(*vs_body[i].ops); memcpy(vs_code + offset, vs_footer, sizeof(vs_footer)); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, vs_body[i].r500, 1) || color_match(color, vs_body[i].r600, 1) || color_match(color, vs_body[i].nv40, 1) || color_match(color, vs_body[i].nv50, 1) || broken(color_match(color, vs_body[i].warp, 1)), "Expected color 0x%08x, 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n", vs_body[i].r500, vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); IDirect3DVertexShader9_Release(vs); } HeapFree(GetProcessHeap(), 0, vs_code); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); IDirect3DPixelShader9_Release(ps); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void srgbwrite_format_test(void) { IDirect3D9 *d3d; IDirect3DSurface9 *rt, *backbuffer; IDirect3DTexture9 *texture; IDirect3DDevice9 *device; ULONG refcount; HWND window; HRESULT hr; int i; DWORD color_rgb = 0x00808080, color_srgb = 0x00bcbcbc, color; static const struct { D3DFORMAT fmt; const char *name; } formats[] = { { D3DFMT_R5G6B5, "D3DFMT_R5G6B5" }, { D3DFMT_X8R8G8B8, "D3DFMT_X8R8G8B8" }, { D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8" }, { D3DFMT_A16B16G16R16F, "D3DFMT_A16B16G16R16F" }, { D3DFMT_A32B32G32R32F, "D3DFMT_A32B32G32R32F" }, }; static const struct { float x, y, z; float u, v; } quad[] = { {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for(i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) { if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, formats[i].fmt))) { skip("Format %s not supported as render target, skipping test.\n", formats[i].name); continue; } hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, D3DUSAGE_RENDERTARGET, formats[i].fmt, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &rt); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); IDirect3DSurface9_Release(rt); IDirect3DTexture9_Release(texture); color = getPixelColor(device, 360, 240); if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE, formats[i].fmt) == D3D_OK) { /* Big slop for R5G6B5 */ ok(color_match(color, color_srgb, 5), "Format %s supports srgb, expected color 0x%08x, got 0x%08x\n", formats[i].name, color_srgb, color); } else { /* Big slop for R5G6B5 */ ok(color_match(color, color_rgb, 5), "Format %s does not support srgb, expected color 0x%08x, got 0x%08x\n", formats[i].name, color_rgb, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); } IDirect3DSurface9_Release(backbuffer); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void ds_size_test(void) { IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback; IDirect3DDevice9 *device; DWORD num_passes; IDirect3D9 *d3d; ULONG refcount; HWND window; HRESULT hr; static const struct { float x, y, z; } quad[] = { {-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &old_ds); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); /* The D3DCLEAR_TARGET clear works. D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER returns OK, * but does not change the surface's contents. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000FF, 0.0f, 0); ok(SUCCEEDED(hr), "Target clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.2f, 0); ok(SUCCEEDED(hr), "Z Buffer clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0); ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr); /* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */ /* Turning on any depth-related state results in a ValidateDevice failure */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); /* Try to draw with the device in an invalid state. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Don't check the resulting draw unless we find an app that needs it. On * NVIDIA ValidateDevice() returns CONFLICTINGRENDERSTATE, so the result * is undefined. On AMD D3D seems to assume the stored Z buffer value is * 0.0 for all pixels, even those that are covered by the depth buffer. */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, old_ds); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(old_rt); IDirect3DSurface9_Release(old_ds); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void unbound_sampler_test(void) { IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume; IDirect3DSurface9 *rt, *old_rt; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; static const DWORD ps_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; static const DWORD ps_code_cube[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x98000000, 0xa00f0800, /* dcl_cube s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; static const DWORD ps_code_volume[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff, /* end */ }; static const struct { float x, y, z; float u, v; } quad[] = { {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f}, {-1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f} }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { skip("No ps_2_0 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) || !(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("No cube / volume texture support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStage failed, %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 ); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x56ffffff, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColorFromSurface(rt, 32, 32); ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); /* Now try with a cube texture */ hr = IDirect3DDevice9_SetPixelShader(device, ps_cube); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColorFromSurface(rt, 32, 32); ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); /* And then with a volume texture */ hr = IDirect3DDevice9_SetPixelShader(device, ps_volume); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColorFromSurface(rt, 32, 32); ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(old_rt); IDirect3DPixelShader9_Release(ps); IDirect3DPixelShader9_Release(ps_cube); IDirect3DPixelShader9_Release(ps_volume); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void update_surface_test(void) { static const BYTE blocks[][8] = { {0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00}, /* White */ {0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Red */ {0xe0, 0xff, 0xe0, 0xff, 0x00, 0x00, 0x00, 0x00}, /* Yellow */ {0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Green */ {0xff, 0x07, 0xff, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Cyan */ {0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00}, /* Blue */ {0x1f, 0xf8, 0x1f, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Magenta */ }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 18, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0xff)}, { 57, 240, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff)}, {109, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0xff)}, {184, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {290, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)}, {440, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)}, {584, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, }; static const struct { float x, y, z, w; float u, v; } tri[] = { { 0.0f, 480.0f, 0.0f, 1.0f, 0.0f, 0.0f}, { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, {640.0f, 240.0f, 0.0f, 10.0f, 100.0f, 0.5f}, }; static const RECT rect_2x2 = {0, 0, 2, 2}; static const struct { UINT src_level; UINT dst_level; const RECT *r; HRESULT hr; } block_size_tests[] = { {1, 0, NULL, D3D_OK}, {0, 1, NULL, D3DERR_INVALIDCALL}, {5, 4, NULL, D3DERR_INVALIDCALL}, {4, 5, NULL, D3DERR_INVALIDCALL}, {4, 5, &rect_2x2, D3DERR_INVALIDCALL}, {5, 5, &rect_2x2, D3D_OK}, }; IDirect3DSurface9 *src_surface, *dst_surface; IDirect3DTexture9 *src_tex, *dst_tex; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; UINT count, i; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1))) { skip("DXT1 not supported, skipping tests.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_SYSTEMMEM, &src_tex, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &dst_tex, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); count = IDirect3DTexture9_GetLevelCount(src_tex); ok(count == 7, "Got level count %u, expected 7.\n", count); for (i = 0; i < count; ++i) { UINT row_count, block_count, x, y; D3DSURFACE_DESC desc; BYTE *row, *block; D3DLOCKED_RECT r; hr = IDirect3DTexture9_GetLevelDesc(src_tex, i, &desc); ok(SUCCEEDED(hr), "Failed to get level desc, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(src_tex, i, &r, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); row_count = ((desc.Height + 3) & ~3) / 4; block_count = ((desc.Width + 3) & ~3) / 4; row = r.pBits; for (y = 0; y < row_count; ++y) { block = row; for (x = 0; x < block_count; ++x) { memcpy(block, blocks[i], sizeof(blocks[i])); block += sizeof(blocks[i]); } row += r.Pitch; } hr = IDirect3DTexture9_UnlockRect(src_tex, i); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); } for (i = 0; i < sizeof(block_size_tests) / sizeof(*block_size_tests); ++i) { hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, block_size_tests[i].src_level, &src_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, block_size_tests[i].dst_level, &dst_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, src_surface, block_size_tests[i].r, dst_surface, NULL); ok(hr == block_size_tests[i].hr, "Update surface returned %#x for test %u, expected %#x.\n", hr, i, block_size_tests[i].hr); IDirect3DSurface9_Release(dst_surface); IDirect3DSurface9_Release(src_surface); } for (i = 0; i < count; ++i) { hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, i, &src_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, i, &dst_surface); ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, src_surface, NULL, dst_surface, NULL); ok(SUCCEEDED(hr), "Failed to update surface at level %u, hr %#x.\n", i, hr); IDirect3DSurface9_Release(dst_surface); IDirect3DSurface9_Release(src_surface); } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)dst_tex); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 1, tri, sizeof(*tri)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 0), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); IDirect3DTexture9_Release(dst_tex); IDirect3DTexture9_Release(src_tex); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void multisample_get_rtdata_test(void) { IDirect3DSurface9 *original_ds, *original_rt, *rt, *readback; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping tests.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 256, 256, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL); ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); IDirect3DSurface9_Release(original_ds); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(rt); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void multisampled_depth_buffer_test(void) { IDirect3DDevice9 *device = 0; IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds; IDirect3D9 *d3d; D3DCAPS9 caps; HRESULT hr; D3DPRESENT_PARAMETERS present_parameters; unsigned int i; static const struct { float x, y, z; D3DCOLOR color; } quad_1[] = { { -1.0f, 1.0f, 0.0f, 0xffff0000}, { 1.0f, 1.0f, 1.0f, 0xffff0000}, { -1.0f, -1.0f, 0.0f, 0xffff0000}, { 1.0f, -1.0f, 1.0f, 0xffff0000}, }, quad_2[] = { { -1.0f, 1.0f, 1.0f, 0xff0000ff}, { 1.0f, 1.0f, 0.0f, 0xff0000ff}, { -1.0f, -1.0f, 1.0f, 0xff0000ff}, { 1.0f, -1.0f, 0.0f, 0xff0000ff}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, {560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, { 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)}, {400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, {560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)}, }; d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n"); IDirect3D9_Release(d3d); return; } if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n"); IDirect3D9_Release(d3d); return; } ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n"); goto cleanup; } hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); /* Render onscreen and then offscreen */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Render offscreen and then onscreen */ hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(original_rt); cleanup_device(device); ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE; hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear depth buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL); ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); /* Render to a multisampled offscreen frame buffer and then blit to * the onscreen (not multisampled) frame buffer. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, ds, NULL, original_ds, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr); IDirect3DSurface9_Release(original_ds); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(rt); cleanup: cleanup_device(device); IDirect3D9_Release(d3d); } static void resz_test(void) { IDirect3DDevice9 *device = 0; IDirect3DSurface9 *rt, *original_rt, *ds, *readback, *intz_ds; D3DCAPS9 caps; HRESULT hr; D3DPRESENT_PARAMETERS present_parameters; unsigned int i; static const DWORD ps_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */ 0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */ 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */ 0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */ 0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */ 0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */ 0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */ 0x0000ffff, /* end */ }; struct { float x, y, z; float s, t, p, q; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }; struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, }; IDirect3DTexture9 *texture; IDirect3DPixelShader9 *ps; IDirect3D9 *d3d; DWORD value; d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); IDirect3D9_Release(d3d); return; } if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); IDirect3D9_Release(d3d); return; } if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) { skip("No INTZ support, skipping RESZ test.\n"); IDirect3D9_Release(d3d); return; } if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')))) { skip("No RESZ support, skipping RESZ test.\n"); IDirect3D9_Release(d3d); return; } ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = FALSE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE; hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { skip("No pixel shader 2.0 support, skipping INTZ test.\n"); cleanup_device(device); IDirect3D9_Release(d3d); return; } if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); cleanup_device(device); IDirect3D9_Release(d3d); return; } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL); ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); IDirect3DSurface9_Release(intz_ds); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); /* Render offscreen (multisampled), blit the depth buffer * into the INTZ texture and then check its contents */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); /* The destination depth texture has to be bound to sampler 0 */ hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); /* The actual multisampled depth buffer resolve happens here */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back */ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); IDirect3DPixelShader9_Release(ps); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(original_rt); IDirect3DSurface9_Release(rt); cleanup_device(device); ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device); ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL); ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); IDirect3DSurface9_Release(intz_ds); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0)); ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr); /* Render onscreen, blit the depth buffer into the INTZ texture * and then check its contents */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); /* The actual multisampled depth buffer resolve happens here */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value); ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Test edge cases - try with no texture at all */ hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); /* With a non-multisampled depth buffer */ IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL); ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Without a current depth-stencil buffer set */ hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture9_Release(texture); IDirect3DPixelShader9_Release(ps); IDirect3DSurface9_Release(readback); IDirect3DSurface9_Release(original_rt); cleanup_device(device); IDirect3D9_Release(d3d); } static void zenable_test(void) { static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, }; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; UINT x, y; UINT i, j; UINT test; IDirect3DSurface9 *ds; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr); for (test = 0; test < 2; ++test) { /* The Windows 8 testbot (WARP) appears to clip with * ZENABLE = D3DZB_TRUE and no depth buffer set. */ static const D3DCOLOR expected_broken[] = { 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, }; if (!test) { hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); } else { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { x = 80 * ((2 * j) + 1); y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, expected_broken[i * 4 + j], 1) && !test), "Expected color 0x0000ff00 at %u, %u, got 0x%08x, test %u.\n", x, y, color, test); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); } IDirect3DSurface9_Release(ds); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { static const DWORD vs_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ 0x0000ffff }; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff /* end */ }; static const struct vec3 quad[] = { {-1.0f, -1.0f, -0.5f}, {-1.0f, 1.0f, -0.5f}, { 1.0f, -1.0f, 1.5f}, { 1.0f, 1.0f, 1.5f}, }; static const D3DCOLOR expected[] = { 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, }; /* The Windows 8 testbot (WARP) appears to not clip z for regular * vertices either. */ static const D3DCOLOR expected_broken[] = { 0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf, 0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf, 0x00206020, 0x00606060, 0x009f609f, 0x00df60df, 0x00202020, 0x00602060, 0x009f209f, 0x00df20df, }; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { x = 80 * ((2 * j) + 1); y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, expected[i * 4 + j], 1) || broken(color_match(color, expected_broken[i * 4 + j], 1)), "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); IDirect3DPixelShader9_Release(ps); IDirect3DVertexShader9_Release(vs); } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void fog_special_test(void) { static const struct { struct vec3 position; D3DCOLOR diffuse; } quad[] = { {{ -1.0f, -1.0f, 0.0f}, 0xff00ff00}, {{ -1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 1.0f}, 0xff00ff00}, {{ 1.0f, 1.0f, 1.0f}, 0xff00ff00} }; static const struct { DWORD vertexmode, tablemode; BOOL vs, ps; D3DCOLOR color_left, color_right; } tests[] = { {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000}, }; static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const DWORD vertex_shader_code[] = { 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 }; static const D3DMATRIX identity = {{{ 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, }}}; union { float f; DWORD d; } conv; DWORD color; HRESULT hr; unsigned int i; IDirect3DPixelShader9 *ps; IDirect3DVertexShader9 *vs; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; HWND window; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); } else { skip("Vertex Shaders not supported, skipping some fog tests.\n"); vs = NULL; } if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); } else { skip("Pixel Shaders not supported, skipping some fog tests.\n"); ps = NULL; } /* The table fog tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); conv.f = 0.5f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, conv.d); ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, conv.d); ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); if (!tests[i].vs) { hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); } else if (vs) { hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); } else { continue; } if (!tests[i].ps) { hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); } else if (ps) { hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); } else { continue; } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 310, 240); ok(color_match(color, tests[i].color_left, 1), "Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i); color = getPixelColor(device, 330, 240); ok(color_match(color, tests[i].color_right, 1), "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); } if (vs) IDirect3DVertexShader9_Release(vs); if (ps) IDirect3DPixelShader9_Release(ps); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void volume_srgb_test(void) { HRESULT hr; unsigned int i, j; IDirect3DVolumeTexture9 *tex1, *tex2; D3DPOOL pool; D3DLOCKED_BOX locked_box; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; static const struct { BOOL srgb; DWORD color; } tests[] = { /* Try toggling on and off */ { FALSE, 0x007f7f7f }, { TRUE, 0x00363636 }, { FALSE, 0x007f7f7f }, }; static const struct { struct vec3 pos; struct vec3 texcrd; } quad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_VOLUMETEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) { skip("D3DFMT_A8R8G8B8 volume textures with SRGBREAD not supported.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); for (i = 0; i < 2; i++) { if (!i) pool = D3DPOOL_SYSTEMMEM; else pool = D3DPOOL_MANAGED; hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0, D3DFMT_A8R8G8B8, pool, &tex1, NULL); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture9_LockBox(tex1, 0, &locked_box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); *((DWORD *)locked_box.pBits) = 0x7f7f7f7f; hr = IDirect3DVolumeTexture9_UnlockBox(tex1, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); if (!i) { hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex1, (IDirect3DBaseTexture9 *)tex2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); IDirect3DVolumeTexture9_Release(tex1); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); IDirect3DVolumeTexture9_Release(tex2); } else { hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); IDirect3DVolumeTexture9_Release(tex1); } for (j = 0; j < sizeof(tests) / sizeof(*tests); j++) { hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, tests[j].srgb); ok(SUCCEEDED(hr), "Failed to set srgb state, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[j].color, 2), "Expected color 0x%08x, got 0x%08x, i = %u, j = %u.\n", tests[j].color, color, i, j); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); } } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void volume_dxt5_test(void) { IDirect3DVolumeTexture9 *texture; IDirect3DDevice9 *device; D3DLOCKED_BOX box; IDirect3D9 *d3d; unsigned int i; ULONG refcount; DWORD color; HWND window; HRESULT hr; static const char texture_data[] = { /* A 8x4x2 texture consisting of 4 4x4 blocks. The colors of the blocks are red, green, blue and white. */ 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 }; static const struct { struct vec3 position; struct vec3 texcrd; } quads[] = { {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, }; static const DWORD expected_colors[] = {0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5))) { skip("DXT5 volume textures are not supported, skipping test.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5, D3DPOOL_MANAGED, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); memcpy(box.pBits, texture_data, sizeof(texture_data)); hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; i++) { color = getPixelColor(device, 80 + 160 * i, 240); ok (color_match(color, expected_colors[i], 1), "Expected color 0x%08x, got 0x%08x, case %u.\n", expected_colors[i], color, i); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DVolumeTexture9_Release(texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void volume_v16u16_test(void) { IDirect3DVolumeTexture9 *texture; IDirect3DPixelShader9 *shader; IDirect3DDevice9 *device; D3DLOCKED_BOX box; IDirect3D9 *d3d; unsigned int i; ULONG refcount; D3DCAPS9 caps; SHORT *texel; DWORD color; HWND window; HRESULT hr; static const struct { struct vec3 position; struct vec3 texcrd; } quads[] = { {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, }; static const DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */ 0x3f000000, 0x3f000000, /* 0.5, 0.5 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ 0x0000ffff /* end */ }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No ps_1_1 support, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16))) { skip("Volume V16U16 textures are not supported, skipping test.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr); for (i = 0; i < 2; i++) { D3DPOOL pool; if (i) pool = D3DPOOL_SYSTEMMEM; else pool = D3DPOOL_MANAGED; hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, pool, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch); texel[0] = 32767; texel[1] = 32767; texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch); texel[0] = -32768; texel[1] = 0; texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch); texel[0] = -16384; texel[1] = 16384; texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch); texel[0] = 0; texel[1] = 0; hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); if (i) { IDirect3DVolumeTexture9 *texture2; hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, D3DPOOL_DEFAULT, &texture2, NULL); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture, (IDirect3DBaseTexture9 *)texture2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); IDirect3DVolumeTexture9_Release(texture); texture = texture2; } hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 120, 160); ok (color_match(color, 0x000080ff, 2), "Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color); color = getPixelColor(device, 120, 400); ok (color_match(color, 0x00ffffff, 2), "Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color); color = getPixelColor(device, 360, 160); ok (color_match(color, 0x007f7fff, 2), "Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color); color = getPixelColor(device, 360, 400); ok (color_match(color, 0x0040c0ff, 2), "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DVolumeTexture9_Release(texture); } IDirect3DPixelShader9_Release(shader); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void add_dirty_rect_test_draw(IDirect3DDevice9 *device) { HRESULT hr; static const struct { struct vec3 position; struct vec2 texcoord; } quad[] = { {{-1.0, -1.0, 0.0}, {0.0, 0.0}}, {{-1.0, 1.0, 0.0}, {0.0, 1.0}}, {{ 1.0, -1.0, 0.0}, {1.0, 0.0}}, {{ 1.0, 1.0, 0.0}, {1.0, 1.0}}, }; hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); } static void add_dirty_rect_test(void) { HRESULT hr; IDirect3DTexture9 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed, *tex_dynamic; IDirect3DSurface9 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed0, *surface_managed1, *surface_dynamic; IDirect3DDevice9 *device; IDirect3D9 *d3d; unsigned int i; ULONG refcount; DWORD *texel; HWND window; D3DLOCKED_RECT locked_rect; static const RECT part_rect = {96, 96, 160, 160}; DWORD color; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst1, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst2, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_red, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_green, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dynamic, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_red, 0, &surface_src_red); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_managed, 0, &surface_managed0); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_managed, 1, &surface_managed1); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture9_GetSurfaceLevel(tex_dynamic, 0, &surface_dynamic); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); /* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */ hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on the destination is ignored. */ hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, &part_rect); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle * tracking is supported. */ hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, &part_rect); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); color = getPixelColor(device, 1, 1); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); /* Locks with NO_DIRTY_UPDATE are ignored. */ fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */ fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Maps without either of these flags record a dirty rectangle. */ fill_surface(surface_src_green, 0x00ffffff, 0); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Partial LockRect works just like a partial AddDirtyRect call. */ hr = IDirect3DTexture9_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); texel = locked_rect.pBits; for (i = 0; i < 64; i++) texel[i] = 0x00ff00ff; for (i = 1; i < 64; i++) memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch); hr = IDirect3DTexture9_UnlockRect(tex_src_green, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), "Expected color 0x00ff00ff, got 0x%08x.\n", color); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green, (IDirect3DBaseTexture9 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* UpdateSurface ignores the missing dirty marker. */ hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red, (IDirect3DBaseTexture9 *)tex_dst2); hr = IDirect3DDevice9_UpdateSurface(device, surface_src_green, NULL, surface_dst2, NULL); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Tests with managed textures. */ fill_surface(surface_managed0, 0x00ff0000, 0); fill_surface(surface_managed1, 0x00ff0000, 0); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_managed); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); fill_surface(surface_managed1, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect uploads the new contents. * Side note, not tested in the test: Partial surface updates work, and two separate * dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers * untested. */ hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* So does EvictManagedResources. */ fill_surface(surface_managed0, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); fill_surface(surface_managed1, 0x00ff00ff, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice9_EvictManagedResources(device); ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0); ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Tests with dynamic textures */ fill_surface(surface_dynamic, 0x0000ffff, 0); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dynamic); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ffff, 1), "Expected color 0x0000ffff, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Dynamic textures don't honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_dynamic, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffff00, 1), "Expected color 0x00ffff00, got 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on a locked texture is allowed. */ hr = IDirect3DTexture9_LockRect(tex_src_red, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); hr = IDirect3DTexture9_AddDirtyRect(tex_src_red, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DTexture9_UnlockRect(tex_src_red, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); /* Redundant AddDirtyRect calls are ok. */ hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); IDirect3DSurface9_Release(surface_dst2); IDirect3DSurface9_Release(surface_managed1); IDirect3DSurface9_Release(surface_managed0); IDirect3DSurface9_Release(surface_src_red); IDirect3DSurface9_Release(surface_src_green); IDirect3DSurface9_Release(surface_dynamic); IDirect3DTexture9_Release(tex_src_red); IDirect3DTexture9_Release(tex_src_green); IDirect3DTexture9_Release(tex_dst1); IDirect3DTexture9_Release(tex_dst2); IDirect3DTexture9_Release(tex_managed); IDirect3DTexture9_Release(tex_dynamic); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_per_stage_constant(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const struct { struct vec3 position; D3DCOLOR diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0xffff0000}, {{-1.0f, 1.0f, 0.1f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.1f}, 0xffff0000}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT)) { skip("Per-stage constants not supported, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_CONSTANT, 0x80a1b2c3); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00a1b2c3, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_COMPLEMENT); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x005e4d3c, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_ALPHAREPLICATE); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00808080, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CURRENT); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0080007f, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_3dc_formats(void) { static const char ati1n_data[] = { /* A 4x4 texture with the color component at 50%. */ 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const char ati2n_data[] = { /* A 8x4 texture consisting of 2 4x4 blocks. The first block has 50% first color component, * 0% second component. Second block is the opposite. */ 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const struct { struct vec3 position; struct vec2 texcoord; } quads[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 0.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, {{ 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, {{ 0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{ 0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, {{ 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, }; static const DWORD ati1n_fourcc = MAKEFOURCC('A','T','I','1'); static const DWORD ati2n_fourcc = MAKEFOURCC('A','T','I','2'); static const struct { struct vec2 position; D3DCOLOR amd_r500; D3DCOLOR amd_r600; D3DCOLOR nvidia_old; D3DCOLOR nvidia_new; } expected_colors[] = { {{ 80, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, {{240, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, {{400, 240}, 0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff}, {{560, 240}, 0x007f00ff, 0x007f00ff, 0x007f00ff, 0x007f00ff}, }; IDirect3D9 *d3d; IDirect3DDevice9 *device; IDirect3DTexture9 *ati1n_texture, *ati2n_texture; D3DCAPS9 caps; D3DLOCKED_RECT rect; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati1n_fourcc))) { skip("ATI1N textures are not supported, skipping test.\n"); goto done; } if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati2n_fourcc))) { skip("ATI2N textures are not supported, skipping test.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DTA_TEMP not supported, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc, D3DPOOL_MANAGED, &ati1n_texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(ati1n_texture, 0, &rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data)); hr = IDirect3DTexture9_UnlockRect(ati1n_texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc, D3DPOOL_MANAGED, &ati2n_texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(ati2n_texture, 0, &rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data)); hr = IDirect3DTexture9_UnlockRect(ati2n_texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); /* The temporary register is initialized to 0. */ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati1n_texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati2n_texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); ok (color_match(color, expected_colors[i].amd_r500, 1) || color_match(color, expected_colors[i].amd_r600, 1) || color_match(color, expected_colors[i].nvidia_old, 1) || color_match(color, expected_colors[i].nvidia_new, 1), "Got unexpected color 0x%08x, case %u.\n", color, i); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture9_Release(ati2n_texture); IDirect3DTexture9_Release(ati1n_texture); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_fog_interpolation(void) { HRESULT hr; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; HWND window; D3DCOLOR color; static const struct { struct vec3 position; D3DCOLOR diffuse; D3DCOLOR specular; } quad[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000}, {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000}, {{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000}, {{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000}, }; union { DWORD d; float f; } conv; unsigned int i; static const struct { D3DFOGMODE vfog, tfog; D3DSHADEMODE shade; D3DCOLOR middle_color; BOOL todo; } tests[] = { {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE}, {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE}, {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE}, {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE}, {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, }; static const D3DMATRIX ident_mat = {{{ 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 }}}; D3DCAPS9 caps; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); conv.f = 5.0; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this, * the drivers seem to use a static z = 1.0 input for the fog equation. * The input value is independent of the actual z and w component of * the vertex position. */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 0, 240); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); color = getPixelColor(device, 320, 240); todo_wine_if (tests[i].todo) ok(color_match(color, tests[i].middle_color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); color = getPixelColor(device, 639, 240); ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_negative_fixedfunction_fog(void) { HRESULT hr; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; HWND window; D3DCOLOR color; static const struct { struct vec3 position; D3DCOLOR diffuse; } quad[] = { {{-1.0f, -1.0f, -0.5f}, 0xffff0000}, {{-1.0f, 1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, -1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, 1.0f, -0.5f}, 0xffff0000}, }; static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, }; unsigned int i; static const D3DMATRIX zero = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }}}; /* Needed to make AMD drivers happy. Yeah, it is not supposed to * have an effect on RHW draws. */ static const D3DMATRIX identity = {{{ 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 }}}; static const struct { DWORD pos_type; const void *quad; size_t stride; const D3DMATRIX *matrix; union { float f; DWORD d; } start, end; D3DFOGMODE vfog, tfog; DWORD color, color_broken, color_broken2; } tests[] = { /* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. * * Geforce8+ GPUs on Windows abs() table fog, everything else does not. */ {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00808000, 0x00808000}, /* r200 GPUs and presumably all d3d8 and older HW clamp the fog * parameters to 0.0 and 1.0 in the table fog case. */ {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000, 0x0000ff00}, /* test_fog_interpolation shows that vertex fog evaluates the fog * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows * that the abs happens before the fog equation is evaluated. * * Vertex fog abs() behavior is the same on all GPUs. */ {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000, 0x00808000}, {D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00, 0x0000ff00}, {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400, 0x009b6400}, }; D3DCAPS9 caps; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, tests[i].pos_type | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)) || broken(color_match(color, tests[i].color_broken2, 2)), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_position_index(void) { static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1}, D3DDECL_END() }; /* Declaring (and using) a position1 output semantic in a VS fails at draw time on AMD * but works on Nvidia. * MSDN is not consistent on this point. */ static const DWORD vs_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */ 0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */ 0x0200001f, 0x80010000, 0xe00f0001, /* dcl_position1 o1 */ 0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ 0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */ 0x0000ffff /* end */ }; static const DWORD vs_code_2[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */ 0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */ 0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */ 0x0000ffff /* end */ }; static const DWORD ps_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80010000, 0x900f0000, /* dcl_position1 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const DWORD ps_code_2[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; /* This one is considered invalid by the native shader assembler. */ static const DWORD ps_code_bad[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff /* end */ }; static const struct { struct vec3 position; struct vec3 position1; } quad[] = { {{-1.0f, -1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}}, {{ 1.0f, 1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}}, }; static const struct { struct vec2 position; D3DCOLOR expected_color; D3DCOLOR broken_color; } expected_colors[] = { {{ 80, 240}, 0x00df2000, 0x00ff00ff}, {{240, 240}, 0x009f6000, 0x00ff00ff}, {{400, 240}, 0x00609f00, 0x00ff00ff}, {{560, 240}, 0x0020df00, 0x00ff00ff}, }; IDirect3D9 *d3d; IDirect3DDevice9 *device; IDirect3DVertexDeclaration9 *vertex_declaration; IDirect3DVertexShader9 *vs, *vs2; IDirect3DPixelShader9 *ps, *ps2; D3DCAPS9 caps; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0) || caps.PixelShaderVersion < D3DPS_VERSION(3, 0)) { skip("Shader model 3.0 unsupported, skipping tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed, hr %#x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed, hr %#x\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code_2, &vs2); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_bad, &ps); ok(hr == D3DERR_INVALIDCALL, "CreatePixelShader returned hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_2, &ps2); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i) { color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); ok (color_match(color, expected_colors[i].expected_color, 1) || broken(color_match(color, expected_colors[i].broken_color, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); } hr = IDirect3DDevice9_SetPixelShader(device, ps2); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i) { color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); ok (color_match(color, expected_colors[i].expected_color, 1) || broken(color_match(color, expected_colors[i].broken_color, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); } hr = IDirect3DDevice9_SetVertexShader(device, vs2); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i) { color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); ok (color_match(color, expected_colors[i].expected_color, 1), "Got unexpected color 0x%08x, case %u.\n", color, i); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DPixelShader9_Release(ps2); IDirect3DPixelShader9_Release(ps); IDirect3DVertexShader9_Release(vs2); IDirect3DVertexShader9_Release(vs); IDirect3DVertexDeclaration9_Release(vertex_declaration); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_table_fog_zw(void) { HRESULT hr; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; HWND window; D3DCOLOR color; D3DCAPS9 caps; static struct { struct vec4 position; D3DCOLOR diffuse; } quad[] = { {{ 0.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, {{640.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, {{ 0.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, {{640.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, }; static const D3DMATRIX identity = {{{ 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 }}}; static const struct { float z, w; D3DZBUFFERTYPE z_test; D3DCOLOR color; } tests[] = { {0.7f, 0.0f, D3DZB_TRUE, 0x004cb200}, {0.7f, 0.0f, D3DZB_FALSE, 0x004cb200}, {0.7f, 0.3f, D3DZB_TRUE, 0x004cb200}, {0.7f, 0.3f, D3DZB_FALSE, 0x004cb200}, {0.7f, 3.0f, D3DZB_TRUE, 0x004cb200}, {0.7f, 3.0f, D3DZB_FALSE, 0x004cb200}, {0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00}, {0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00}, }; unsigned int i; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n"); goto done; } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); /* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); quad[0].position.z = tests[i].z; quad[1].position.z = tests[i].z; quad[2].position.z = tests[i].z; quad[3].position.z = tests[i].z; quad[0].position.w = tests[i].w; quad[1].position.w = tests[i].w; quad[2].position.w = tests[i].w; quad[3].position.w = tests[i].w; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } done: refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_signed_formats(void) { IDirect3DDevice9 *device; HWND window; HRESULT hr; unsigned int i, j, x, y; IDirect3DTexture9 *texture, *texture_sysmem; IDirect3DSurface9 *src_surface, *dst_surface; D3DLOCKED_RECT locked_rect; IDirect3DPixelShader9 *shader, *shader_alpha; IDirect3D9 *d3d; D3DCOLOR color; D3DCAPS9 caps; ULONG refcount; /* The input data was designed for D3DFMT_L6V5U5 and then transferred * to the other formats because L6V5U5 is the lowest precision format. * It tests the extreme values -1.0 (-16) and 1.0 (15) for U/V and * 0.0 (0) and 1.0 (63) for L, the neutral point 0 as well as -1 and 1. * Some other intermediate values are tested too. The input value -15 * (min + 1) is tested as well. Unlike what OpenGL 4.4 says in section * 2.3.4.1, this value does not represent -1.0. In the interest of re- * using the expected output data the 8 bit and 16 bit values in V8U8 * and V16U16 match (post-normalization) the 5 bit input values. Thus * -1, 1 and -127 are not tested in V8U8. * * 8 bit specific values like -127 are tested in the Q channel of * D3DFMT_Q8W8V8U8. Here d3d seems to follow the rules from the GL * spec. AMD's r200 is broken though and returns a value < -1.0 for * -128. The difference between using -127 or -128 as the lowest * possible value gets lost in the slop of 1 though. */ static const USHORT content_v8u8[4][4] = { {0x0000, 0x7f7f, 0x8880, 0x0000}, {0x0080, 0x8000, 0x7f00, 0x007f}, {0x193b, 0xe8c8, 0x0808, 0xf8f8}, {0x4444, 0xc0c0, 0xa066, 0x22e0}, }; static const DWORD content_v16u16[4][4] = { {0x00000000, 0x7fff7fff, 0x88008000, 0x00000000}, {0x00008000, 0x80000000, 0x7fff0000, 0x00007fff}, {0x19993bbb, 0xe800c800, 0x08880888, 0xf800f800}, {0x44444444, 0xc000c000, 0xa0006666, 0x2222e000}, }; static const DWORD content_q8w8v8u8[4][4] = { {0x00000000, 0xff7f7f7f, 0x7f008880, 0x817f0000}, {0x10000080, 0x20008000, 0x30007f00, 0x4000007f}, {0x5020193b, 0x6028e8c8, 0x70020808, 0x807ff8f8}, {0x90414444, 0xa000c0c0, 0x8261a066, 0x834922e0}, }; static const DWORD content_x8l8v8u8[4][4] = { {0x00000000, 0x00ff7f7f, 0x00008880, 0x00ff0000}, {0x00000080, 0x00008000, 0x00007f00, 0x0000007f}, {0x0041193b, 0x0051e8c8, 0x00040808, 0x00fff8f8}, {0x00824444, 0x0000c0c0, 0x00c2a066, 0x009222e0}, }; /* D3DFMT_L6V5U5 has poor precision on some GPUs. On a GeForce 7 the highest V and U value (15) * results in the output color 0xfb, which is 4 steps away from the correct value 0xff. It is * not the ~0xf0 you'd get if you blindly left-shifted the 5 bit value to form an 8 bit value * though. * * There may also be an off-by-one bug involved: The value -7 should result in the output 0x47, * but ends up as 0x4d. Likewise, -3 becomes 0x6e instead of 0x67. Those values are close to * the proper results of -6 and -2. * * On Wine the emulation with unsigned R5G6B5 has poor precision, e.g. the signed 0 becomes 16, * and ((16 / 31) - 0.5) * 2.0 is 0.032 instead of 0.000. The final output result we read back * is 0x84 instead of 0x80. */ static const USHORT content_l6v5u5[4][4] = { {0x0000, 0xfdef, 0x0230, 0xfc00}, {0x0010, 0x0200, 0x01e0, 0x000f}, {0x4067, 0x53b9, 0x0421, 0xffff}, {0x8108, 0x0318, 0xc28c, 0x909c}, }; static const struct { D3DFORMAT format; const char *name; const void *content; SIZE_T pixel_size; BOOL blue, alpha; unsigned int slop, slop_broken, alpha_broken; } formats[] = { {D3DFMT_V8U8, "D3DFMT_V8U8", content_v8u8, sizeof(WORD), FALSE, FALSE, 1, 0, FALSE}, {D3DFMT_V16U16, "D3DFMT_V16U16", content_v16u16, sizeof(DWORD), FALSE, FALSE, 1, 0, FALSE}, {D3DFMT_Q8W8V8U8, "D3DFMT_Q8W8V8U8", content_q8w8v8u8, sizeof(DWORD), TRUE, TRUE, 1, 0, TRUE }, {D3DFMT_X8L8V8U8, "D3DFMT_X8L8V8U8", content_x8l8v8u8, sizeof(DWORD), TRUE, FALSE, 1, 0, FALSE}, {D3DFMT_L6V5U5, "D3DFMT_L6V5U5", content_l6v5u5, sizeof(WORD), TRUE, FALSE, 4, 7, FALSE}, }; static const struct { D3DPOOL pool; UINT width; RECT src_rect; POINT dst_point; } tests[] = { {D3DPOOL_SYSTEMMEM, 4, {1, 1, 2, 3}, {2, 0}}, {D3DPOOL_SYSTEMMEM, 1, {0, 1, 1, 3}, {0, 0}}, {D3DPOOL_MANAGED, 4, {1, 1, 2, 3}, {2, 0}}, {D3DPOOL_MANAGED, 1, {0, 1, 1, 3}, {0, 0}}, }; static const DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0,5, 0,5 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ 0x0000ffff /* end */ }; static const DWORD shader_code_alpha[] = { /* The idea of this shader is to replicate the alpha value in .rg, and set * blue to 1.0 iff the alpha value is < -1.0 and 0.0 otherwise. */ 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x80070000, 0xb0ff0000, 0xa0e40000, 0xa0e40000, /* mad r0.rgb, t0.a, c0, c0 */ 0x00000003, 0x80080000, 0xb1ff0000, 0xa0e40000, /* sub r0.a, -t0.a, c0 */ 0x00000050, 0x80080000, 0x80ff0000, 0xa0ff0001, 0xa0ff0002, /* cnd r0.a, r0.a, c1.a, c2.a */ 0x00000005, 0x80070001, 0xa0e40001, 0x80e40000, /* mul r1.rgb, c1, r0 */ 0x00000004, 0x80070000, 0x80ff0000, 0xa0e40002, 0x80e40001, /* mad r0.rgb, r0.a, c2, r1 */ 0x0000ffff /* end */ }; static const struct { struct vec3 position; struct vec2 texcrd; } quad[] = { /* Flip the y coordinate to make the input and * output arrays easier to compare. */ {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 1.0f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, { 1.0f, 0.0f}}, }; static const D3DCOLOR expected_alpha[4][4] = { {0x00808000, 0x007f7f00, 0x00ffff00, 0x00000000}, {0x00909000, 0x00a0a000, 0x00b0b000, 0x00c0c000}, {0x00d0d000, 0x00e0e000, 0x00f0f000, 0x00000000}, {0x00101000, 0x00202000, 0x00010100, 0x00020200}, }; static const BOOL alpha_broken[4][4] = { {FALSE, FALSE, FALSE, FALSE}, {FALSE, FALSE, FALSE, FALSE}, {FALSE, FALSE, FALSE, TRUE }, {FALSE, FALSE, FALSE, FALSE}, }; static const D3DCOLOR expected_colors[4][4] = { {0x00808080, 0x00fefeff, 0x00010780, 0x008080ff}, {0x00018080, 0x00800180, 0x0080fe80, 0x00fe8080}, {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, }; static const D3DCOLOR expected_colors2[4][4] = { {0x00808080, 0x00fefeff, 0x00800180, 0x008080ff}, {0x00018080, 0x00800180, 0x004767a8, 0x00fe8080}, {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, }; static const D3DCOLOR expected_colors3[4] = { 0x00018080, 0x00ba98a0, 0x00ba98a0, 0x00c3c3c0, }; D3DCOLOR expected_color; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("Pixel shaders not supported, skipping converted format test.\n"); goto done; } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_alpha, &shader_alpha); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); for (i = 0; i < sizeof(formats) / sizeof(*formats); i++) { hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format); if (FAILED(hr)) { skip("Format %s not supported, skipping.\n", formats[i].name); continue; } for (j = 0; j < sizeof(tests) / sizeof(*tests); j++) { texture_sysmem = NULL; hr = IDirect3DDevice9_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, tests[j].pool, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); for (y = 0; y < 4; y++) { memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch, (char *)formats[i].content + y * 4 * formats[i].pixel_size, tests[j].width * formats[i].pixel_size); } hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); if (tests[j].pool == D3DPOOL_SYSTEMMEM) { texture_sysmem = texture; hr = IDirect3DDevice9_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, D3DPOOL_DEFAULT, &texture, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture_sysmem, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); } hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader_alpha); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (y = 0; y < 4; y++) { for (x = 0; x < tests[j].width; x++) { BOOL r200_broken = formats[i].alpha_broken && alpha_broken[y][x]; if (formats[i].alpha) expected_color = expected_alpha[y][x]; else expected_color = 0x00ffff00; color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); ok(color_match(color, expected_color, 1) || broken(r200_broken), "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", expected_color, color, formats[i].name, x, y); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, shader); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (y = 0; y < 4; y++) { for (x = 0; x < tests[j].width; x++) { expected_color = expected_colors[y][x]; if (!formats[i].blue) expected_color |= 0x000000ff; color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); ok(color_match(color, expected_color, formats[i].slop) || broken(color_match(color, expected_color, formats[i].slop_broken)), "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", expected_color, color, formats[i].name, x, y); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); if (tests[j].pool != D3DPOOL_SYSTEMMEM) { IDirect3DTexture9_Release(texture); continue; } hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &dst_surface); ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr); IDirect3DTexture9_GetSurfaceLevel(texture_sysmem, 0, &src_surface); ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr); hr = IDirect3DDevice9_UpdateSurface(device, src_surface, &tests[j].src_rect, dst_surface, &tests[j].dst_point); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); IDirect3DSurface9_Release(dst_surface); IDirect3DSurface9_Release(src_surface); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00003300, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (y = 0; y < 4; y++) { for (x = 0; x < tests[j].width; x++) { if (tests[j].width == 4) expected_color = expected_colors2[y][x]; else expected_color = expected_colors3[y]; if (!formats[i].blue) expected_color |= 0x000000ff; color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); ok(color_match(color, expected_color, formats[i].slop) || broken(color_match(color, expected_color, formats[i].slop_broken)), "Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n", expected_color, color, formats[i].name, x, y); } } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture9_Release(texture_sysmem); IDirect3DTexture9_Release(texture); } } IDirect3DPixelShader9_Release(shader); IDirect3DPixelShader9_Release(shader_alpha); done: refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_multisample_mismatch(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; HWND window; HRESULT hr; D3DCOLOR color; ULONG refcount; IDirect3DSurface9 *rt, *rt_multi, *ds; static const struct { struct vec3 position; DWORD color; } quad[] = { {{ -1.0f, -1.0f, 0.0f}, 0x000000ff}, {{ -1.0f, 1.0f, 0.0f}, 0x000000ff}, {{ 1.0f, -1.0f, 1.0f}, 0x000000ff}, {{ 1.0f, 1.0f, 1.0f}, 0x000000ff}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample mismatch test.\n"); IDirect3D9_Release(d3d); return; } if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_D24X8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_D24X8, skipping multisample mismatch test.\n"); IDirect3D9_Release(d3d); return; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt_multi, NULL); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.1f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to set depth stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Clear with incompatible buffers. Partial and combined clears. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); /* The color buffer is reliably cleared on AMD and Nvidia GPUs. */ hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Check depth buffer values. AMD GPUs (r500 and evergreen tested) clear the depth buffer * like you'd expect in a correct framebuffer setup. Nvidia doesn't clear it, neither in * the Z only clear case nor in the combined clear case. */ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 62, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 64, 240); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 318, 240); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 322, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Draw with incompatible buffers. AMD even performs Z testing, and the Z test * results appear to be correct for this simple draw. Nvidia doesn't draw unless * the depth test is disabled. Setting ZFUNC = ALWAYS doesn't make the geometry * show up either. Only test the ZENABLE = FALSE case for now. */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DSurface9_Release(ds); /* Test the reverse situation: Multisampled depth buffer, single sampled color buffer. * Color clears work as expected, AMD also clears the depth buffer, Nvidia does not. */ hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24X8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL); ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ffff00, 0.1f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); color = getPixelColor(device, 62, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 318, 240); ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x000000ff, 1)), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 322, 240); ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Draw with a single sampled color buffer and a multisampled depth buffer. Again * AMD seems to perform correct Z testing, Nvidia doesn't draw unless the Z test * is disabled. Again only test the ZENABLE = FALSE case. */ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(rt_multi); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_texcoordindex(void) { static const D3DMATRIX mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }}}; static const struct { struct vec3 pos; struct vec2 texcoord1; struct vec2 texcoord2; struct vec2 texcoord3; } quad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}}, }; IDirect3DDevice9 *device; IDirect3D9 *d3d9; HWND window; HRESULT hr; IDirect3DTexture9 *texture1, *texture2; D3DLOCKED_RECT locked_rect; ULONG refcount; D3DCOLOR color; DWORD *ptr; window = create_window(); d3d9 = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d9, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d9, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d9); DestroyWindow(window); return; } hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff00ff00; ptr[2] = 0xff0000ff; ptr[3] = 0xff00ffff; hr = IDirect3DTexture9_UnlockRect(texture1, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff0000ff; ptr[2] = 0xffff0000; ptr[3] = 0xffff00ff; hr = IDirect3DTexture9_UnlockRect(texture2, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *)texture2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX3); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, 1); ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0); ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00ffffff, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE1, &mat); ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2); ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff00ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00ffff00, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture9_Release(texture1); IDirect3DTexture9_Release(texture2); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d9); DestroyWindow(window); } static void test_vertex_blending(void) { IDirect3DVertexDeclaration9 *vertex_declaration; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCAPS9 caps; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; int i; static const D3DMATRIX view_mat = {{{ 2.0f / 10.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f / 10.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }}}, upper_left = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -4.0f, 4.0f, 0.0f, 1.0f }}}, lower_left = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -4.0f, -4.0f, 0.0f, 1.0f }}}, upper_right = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4.0f, 4.0f, 0.0f, 1.0f }}}, lower_right = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4.0f, -4.0f, 0.0f, 1.0f }}}; static const POINT quad_upper_right_points[] = { {576, 48}, {-1, -1}, }, quad_upper_right_empty_points[] = { {64, 48}, {64, 432}, {576, 432}, {320, 240}, {-1, -1} }, quad_center_points[] = { {320, 240}, {-1, -1} }, quad_center_empty_points[] = { {64, 48}, {576, 48}, {64, 432}, {576, 432}, {-1, -1} }, quad_upper_center_points[] = { {320, 48}, {-1, -1} }, quad_upper_center_empty_points[] = { {320, 240}, {64, 48}, {576, 48}, {-1, -1} }, quad_fullscreen_points[] = { {320, 48}, {320, 240}, {64, 48}, {576, 48}, {64, 432}, {576, 432}, {-1, -1} }, quad_fullscreen_empty_points[] = { {-1, -1} }; static const struct { DWORD fvf; D3DVERTEXELEMENT9 decl_elements[3]; struct { struct { struct vec3 position; struct vec3 blendweights; } vertex_data_float[4]; struct { struct vec3 position; D3DCOLOR blendweights; } vertex_data_d3dcolor[4]; } s; const POINT *quad_points; const POINT *empty_points; } tests[] = { /* upper right */ { D3DFVF_XYZB3, {{0}}, {{{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}, {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}}}, quad_upper_right_points, quad_upper_right_empty_points }, /* center */ { D3DFVF_XYZB3, {{0}}, {{{{-1.0f, -1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}, {{-1.0f, 1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}, {{ 1.0f, -1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}, {{ 1.0f, 1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}}}, quad_center_points, quad_center_empty_points }, /* upper center */ { D3DFVF_XYZB3, {{0}}, {{{{-1.0f, -1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}, {{ 1.0f, 1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}}}, quad_upper_center_points, quad_upper_center_empty_points }, /* full screen */ { D3DFVF_XYZB3, {{0}}, {{{{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}}}, quad_fullscreen_points, quad_fullscreen_empty_points }, /* D3DCOLOR, full screen */ { 0, { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0}, D3DDECL_END() }, {{{{0}}}, {{{-1.0f, -1.0f, 0.0f}, 0x0000ff00}, {{-1.0f, 1.0f, 0.0f}, 0x00ff0000}, {{ 1.0f, -1.0f, 0.0f}, 0x000000ff}, {{ 1.0f, 1.0f, 0.0f}, 0x00000000}}}, quad_fullscreen_points, quad_fullscreen_empty_points }, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.MaxVertexBlendMatrices < 4) { skip("Only %u vertex blend matrices supported, skipping tests.\n", caps.MaxVertexBlendMatrices); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &view_mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &upper_left); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &lower_left); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(2), &lower_right); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(3), &upper_right); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed %08x\n", hr); for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { const POINT *point; if (tests[i].fvf) { hr = IDirect3DDevice9_SetFVF(device, tests[i].fvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); vertex_declaration = NULL; } else { hr = IDirect3DDevice9_CreateVertexDeclaration(device, tests[i].decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "Failed to create vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); if (tests[i].fvf) hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].s.vertex_data_float, sizeof(*tests[i].s.vertex_data_float)); else hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].s.vertex_data_d3dcolor, sizeof(*tests[i].s.vertex_data_d3dcolor)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); point = tests[i].quad_points; while (point->x != -1 && point->y != -1) { color = getPixelColor(device, point->x, point->y); ok(color_match(color, 0x00ffffff, 1), "Expected quad at %dx%d.\n", point->x, point->y); ++point; } point = tests[i].empty_points; while (point->x != -1 && point->y != -1) { color = getPixelColor(device, point->x, point->y); ok(color_match(color, 0x00000000, 1), "Unexpected quad at %dx%d.\n", point->x, point->y); ++point; } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); if (vertex_declaration) IDirect3DVertexDeclaration9_Release(vertex_declaration); } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_updatetexture(void) { BOOL r32f_supported, ati2n_supported, do_visual_test; IDirect3DBaseTexture9 *src, *dst; unsigned int t, i, f, l, x, y, z; D3DLOCKED_RECT locked_rect; D3DLOCKED_BOX locked_box; IDirect3DDevice9 *device; IDirect3D9 *d3d9; ULONG refcount; D3DCOLOR color; D3DCAPS9 caps; HWND window; HRESULT hr; static const struct { struct vec3 pos; struct vec2 texcoord; } quad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}}, }; static const struct { struct vec3 pos; struct vec3 texcoord; } quad_cube_tex[] = { {{-1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, 0.5f}}, {{-1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, 0.5f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, -0.5f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, -0.5f}}, }; static const struct { UINT src_width, src_height; UINT dst_width, dst_height; UINT src_levels, dst_levels; D3DFORMAT src_format, dst_format; BOOL broken; } tests[] = { {8, 8, 8, 8, 0, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 0 */ {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 1 */ {8, 8, 8, 8, 2, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 2 */ {8, 8, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 3 */ {8, 8, 8, 8, 4, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 4 */ {8, 8, 2, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 5 */ /* The WARP renderer doesn't handle these cases correctly. */ {8, 8, 8, 8, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 6 */ {8, 8, 4, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 7 */ /* Not clear what happens here on Windows, it doesn't make much sense * though (on Nvidia it seems to upload the 4x4 surface into the 7x7 * one or something like that). */ /* {8, 8, 7, 7, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */ {8, 8, 8, 8, 1, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 8 */ {4, 4, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 9 */ /* This one causes weird behavior on Windows (it probably writes out * of the texture memory). */ /* {8, 8, 4, 4, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */ {8, 4, 4, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 10 */ {8, 4, 2, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 11 */ {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8, FALSE}, /* 12 */ {8, 8, 8, 8, 4, 4, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 13 */ /* The data is converted correctly on AMD, on Nvidia nothing happens * (it draws a black quad). */ {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, TRUE}, /* 14 */ /* Here the data is converted on AMD, just copied and "reinterpreted" as * a 32 bit float on Nvidia (specifically the tested value becomes a * very small float number which we get as 0 in the test). */ {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R32F, TRUE}, /* 15 */ /* This one doesn't seem to give the expected results on AMD. */ /* {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_Q8W8V8U8, FALSE}, */ {8, 8, 8, 8, 4, 4, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 16 */ {8, 8, 8, 8, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 17 */ {8, 8, 2, 2, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 18 */ }; static const struct { D3DRESOURCETYPE type; DWORD fvf; const void *quad; unsigned int vertex_size; DWORD cap; const char *name; } texture_types[] = { {D3DRTYPE_TEXTURE, D3DFVF_XYZ | D3DFVF_TEX1, quad, sizeof(*quad), D3DPTEXTURECAPS_MIPMAP, "2D mipmapped"}, {D3DRTYPE_CUBETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0), quad_cube_tex, sizeof(*quad_cube_tex), D3DPTEXTURECAPS_CUBEMAP, "Cube"}, {D3DRTYPE_VOLUMETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1, quad, sizeof(*quad), D3DPTEXTURECAPS_VOLUMEMAP, "Volume"} }; window = create_window(); d3d9 = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d9, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d9, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d9); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); for (t = 0; t < sizeof(texture_types) / sizeof(*texture_types); ++t) { if (!(caps.TextureCaps & texture_types[t].cap)) { skip("%s textures not supported, skipping some tests.\n", texture_types[t].name); continue; } if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, texture_types[t].type, D3DFMT_A8R8G8B8))) { skip("%s D3DFMT_A8R8G8B8 texture filtering is not supported, skipping some tests.\n", texture_types[t].name); continue; } r32f_supported = TRUE; if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, texture_types[t].type, D3DFMT_R32F))) { skip("%s R32F textures are not supported, skipping some tests.\n", texture_types[t].name); r32f_supported = FALSE; } ati2n_supported = TRUE; if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, texture_types[t].type, MAKEFOURCC('A','T','I','2')))) { skip("%s ATI2N textures are not supported, skipping some tests.\n", texture_types[t].name); ati2n_supported = FALSE; } hr = IDirect3DDevice9_SetFVF(device, texture_types[t].fvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { if (tests[i].dst_format == D3DFMT_R32F && !r32f_supported) continue; if (tests[i].dst_format == MAKEFOURCC('A','T','I','2') && !ati2n_supported) continue; switch (texture_types[t].type) { case D3DRTYPE_TEXTURE: hr = IDirect3DDevice9_CreateTexture(device, tests[i].src_width, tests[i].src_height, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DTexture9 **)&src, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice9_CreateTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DTexture9 **)&dst, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DDevice9_CreateCubeTexture(device, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DCubeTexture9 **)&src, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice9_CreateCubeTexture(device, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DCubeTexture9 **)&dst, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DDevice9_CreateVolumeTexture(device, tests[i].src_width, tests[i].src_height, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DVolumeTexture9 **)&src, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice9_CreateVolumeTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture9 **)&dst, NULL); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); break; default: trace("Unexpected resource type.\n"); } /* Skip the visual part of the test for ATI2N (laziness) and cases that * give a different (and unlikely to be useful) result. */ do_visual_test = (tests[i].src_format == D3DFMT_A8R8G8B8 || tests[i].src_format == D3DFMT_X8R8G8B8) && tests[i].src_levels != 0 && tests[i].src_width >= tests[i].dst_width && tests[i].src_height >= tests[i].dst_height && !(tests[i].src_width > tests[i].src_height && tests[i].dst_width < tests[i].dst_height); if (do_visual_test) { DWORD *ptr = NULL; unsigned int width, height, depth, row_pitch = 0, slice_pitch = 0; for (f = 0; f < (texture_types[t].type == D3DRTYPE_CUBETEXTURE ? 6 : 1); ++f) { width = tests[i].src_width; height = texture_types[t].type != D3DRTYPE_CUBETEXTURE ? tests[i].src_height : tests[i].src_width; depth = texture_types[t].type == D3DRTYPE_VOLUMETEXTURE ? width : 1; for (l = 0; l < tests[i].src_levels; ++l) { switch (texture_types[t].type) { case D3DRTYPE_TEXTURE: hr = IDirect3DTexture9_LockRect((IDirect3DTexture9 *)src, l, &locked_rect, NULL, 0); ptr = locked_rect.pBits; row_pitch = locked_rect.Pitch / sizeof(*ptr); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9 *)src, f, l, &locked_rect, NULL, 0); ptr = locked_rect.pBits; row_pitch = locked_rect.Pitch / sizeof(*ptr); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9 *)src, l, &locked_box, NULL, 0); ptr = locked_box.pBits; row_pitch = locked_box.RowPitch / sizeof(*ptr); slice_pitch = locked_box.SlicePitch / sizeof(*ptr); break; default: trace("Unexpected resource type.\n"); } ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); for (z = 0; z < depth; ++z) { for (y = 0; y < height; ++y) { for (x = 0; x < width; ++x) { ptr[z * slice_pitch + y * row_pitch + x] = 0xff000000 | (DWORD)(x / (width - 1.0f) * 255.0f) << 16 | (DWORD)(y / (height - 1.0f) * 255.0f) << 8; } } } switch (texture_types[t].type) { case D3DRTYPE_TEXTURE: hr = IDirect3DTexture9_UnlockRect((IDirect3DTexture9 *)src, l); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9 *)src, f, l); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9 *)src, l); break; default: trace("Unexpected resource type.\n"); } ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); width >>= 1; if (!width) width = 1; height >>= 1; if (!height) height = 1; depth >>= 1; if (!depth) depth = 1; } } } hr = IDirect3DDevice9_UpdateTexture(device, src, dst); if (FAILED(hr)) { todo_wine ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); IDirect3DBaseTexture9_Release(src); IDirect3DBaseTexture9_Release(dst); continue; } ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); if (do_visual_test) { hr = IDirect3DDevice9_SetTexture(device, 0, dst); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, texture_types[t].quad, texture_types[t].vertex_size); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok (color_match(color, 0x007f7f00, 3) || broken(tests[i].broken) || broken(color == 0x00adbeef), /* WARP device often just breaks down. */ "Got unexpected color 0x%08x, case %u, %u.\n", color, t, i); } IDirect3DBaseTexture9_Release(src); IDirect3DBaseTexture9_Release(dst); } } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d9); DestroyWindow(window); } static void test_depthbias(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; IDirect3DSurface9 *ds; D3DCAPS9 caps; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; static const D3DFORMAT formats[] = { D3DFMT_D16, D3DFMT_D24X8, D3DFMT_D32, D3DFMT_D24S8, MAKEFOURCC('I','N','T','Z'), /* The scaling factor detection function detects the wrong factor for * float formats on Nvidia, therefore the following tests are disabled. * The wined3d function detects 2^23 like for fixed point formats but * the test needs 2^22 to pass. * * AMD GPUs need a different scaling factor for float depth buffers * (2^24) than fixed point (2^23), but the wined3d detection function * works there, producing the right result in the test. * * D3DFMT_D32F_LOCKABLE, D3DFMT_D24FS8, */ }; static const struct { struct vec3 position; } quad[] = { {{-1.0f, -1.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}}, {{ 1.0f, -1.0f, 1.0f}}, {{ 1.0f, 1.0f, 1.0f}}, }; union { float f; DWORD d; } conv; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS)) { IDirect3DDevice9_Release(device); skip("D3DPRASTERCAPS_DEPTHBIAS not supported.\n"); goto done; } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, formats[i]))) { skip("Depth format %u not supported, skipping.\n", formats[i]); continue; } hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, formats[i], D3DMULTISAMPLE_NONE, 0, FALSE, &ds, NULL); ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 0.5f, 0); ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff0000); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); conv.f = -0.2f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); conv.f = 0.0f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); conv.f = 0.2f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ffffff); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); conv.f = 0.4f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); color = getPixelColor(device, 61, 240); ok(color_match(color, 0x00ffffff, 1), "Got unexpected color %08x at x=62, format %u.\n", color, formats[i]); color = getPixelColor(device, 65, 240); /* The broken results are for the WARP driver on the testbot. It seems to initialize * a scaling factor based on the first depth format that is used. Other formats with * a different depth size then render incorrectly. */ ok(color_match(color, 0x000000ff, 1) || broken(color_match(color, 0x00ffffff, 1)), "Got unexpected color %08x at x=64, format %u.\n", color, formats[i]); color = getPixelColor(device, 190, 240); ok(color_match(color, 0x000000ff, 1) || broken(color_match(color, 0x00ffffff, 1)), "Got unexpected color %08x at x=190, format %u.\n", color, formats[i]); color = getPixelColor(device, 194, 240); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ffffff, 1)), "Got unexpected color %08x at x=194, format %u.\n", color, formats[i]); color = getPixelColor(device, 318, 240); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ffffff, 1)), "Got unexpected color %08x at x=318, format %u.\n", color, formats[i]); color = getPixelColor(device, 322, 240); ok(color_match(color, 0x00ff0000, 1) || broken(color_match(color, 0x00000000, 1)), "Got unexpected color %08x at x=322, format %u.\n", color, formats[i]); color = getPixelColor(device, 446, 240); ok(color_match(color, 0x00ff0000, 1) || broken(color_match(color, 0x00000000, 1)), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]); color = getPixelColor(device, 450, 240); ok(color_match(color, 0x00000000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); IDirect3DSurface9_Release(ds); } refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_flip(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; HWND window; HRESULT hr; IDirect3DSurface9 *back_buffers[3], *test_surface; unsigned int i; D3DCOLOR color; D3DPRESENT_PARAMETERS present_parameters = {0}; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.hDeviceWindow = window; present_parameters.Windowed = TRUE; present_parameters.BackBufferCount = 3; present_parameters.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); if (!device) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) { hr = IDirect3DDevice9_GetBackBuffer(device, 0, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); } hr = IDirect3DDevice9_GetRenderTarget(device, 0, &test_surface); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); ok(test_surface == back_buffers[0], "Expected render target %p, got %p.\n", back_buffers[0], test_surface); IDirect3DSurface9_Release(test_surface); hr = IDirect3DDevice9_SetRenderTarget(device, 0, back_buffers[2]); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_ColorFill(device, back_buffers[0], NULL, 0xffff0000); ok(SUCCEEDED(hr), "Failed to color fill, hr %#x.\n", hr); hr = IDirect3DDevice9_ColorFill(device, back_buffers[1], NULL, 0xff00ff00); ok(SUCCEEDED(hr), "Failed to color fill, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Render target is unmodified. */ hr = IDirect3DDevice9_GetRenderTarget(device, 0, &test_surface); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); ok(test_surface == back_buffers[2], "Expected render target %p, got %p.\n", back_buffers[2], test_surface); IDirect3DSurface9_Release(test_surface); /* Backbuffer surface pointers are unmodified */ for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) { hr = IDirect3DDevice9_GetBackBuffer(device, 0, i, D3DBACKBUFFER_TYPE_MONO, &test_surface); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); ok(test_surface == back_buffers[i], "Expected back buffer %u = %p, got %p.\n", i, back_buffers[i], test_surface); IDirect3DSurface9_Release(test_surface); } /* Contents were changed. */ color = getPixelColorFromSurface(back_buffers[0], 1, 1); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColorFromSurface(back_buffers[1], 1, 1); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); color = getPixelColorFromSurface(back_buffers[0], 1, 1); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); color = getPixelColorFromSurface(back_buffers[1], 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); color = getPixelColorFromSurface(back_buffers[0], 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) IDirect3DSurface9_Release(back_buffers[i]); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample flip test.\n"); goto done; } present_parameters.BackBufferCount = 2; present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; present_parameters.Flags = 0; hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); for (i = 0; i < present_parameters.BackBufferCount; ++i) { hr = IDirect3DDevice9_GetBackBuffer(device, 0, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); } hr = IDirect3DDevice9_SetRenderTarget(device, 0, back_buffers[1]); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &test_surface, NULL); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, back_buffers[0], NULL, test_surface, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); color = getPixelColorFromSurface(test_surface, 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); IDirect3DSurface9_Release(test_surface); for (i = 0; i < present_parameters.BackBufferCount; ++i) IDirect3DSurface9_Release(back_buffers[i]); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_uninitialized_varyings(void) { static const D3DMATRIX mat = {{{ 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, }}}; static const struct vec3 quad[] = { {-1.0f, -1.0f, 0.1f}, {-1.0f, 1.0f, 0.1f}, { 1.0f, -1.0f, 0.1f}, { 1.0f, 1.0f, 0.1f}, }; static const DWORD vs1_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff }; static const DWORD vs1_partial_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd0010000, 0xa0e40000, /* mov oD0.x, c0 */ 0x00000001, 0xd0010001, 0xa0e40000, /* mov oD1.x, c0 */ 0x00000001, 0xe0010000, 0xa0e40000, /* mov oT0.x, c0 */ 0x0000ffff }; static const DWORD vs2_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff }; static const DWORD vs2_partial_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x02000001, 0xd0010000, 0xa0e40000, /* mov oD0.x, c0 */ 0x02000001, 0xd0010001, 0xa0e40000, /* mov oD1.x, c0 */ 0x02000001, 0xe0010000, 0xa0e40000, /* mov oT0.x, c0 */ 0x0000ffff }; static const DWORD vs3_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff }; static const DWORD vs3_partial_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */ 0x0200001f, 0x8001000a, 0xe00f0002, /* dcl_color1 o2 */ 0x0200001f, 0x80000005, 0xe00f0003, /* dcl_texcoord0 o3 */ 0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0xe0010001, 0xa0e40000, /* mov o1.x, c0 */ 0x02000001, 0xe0010002, 0xa0e40000, /* mov o2.x, c0 */ 0x02000001, 0xe0010003, 0xa0e40000, /* mov o3.x, c0 */ 0x0000ffff }; static const DWORD ps1_diffuse_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const DWORD ps1_specular_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40001, /* mov r0, v1 */ 0x0000ffff }; static const DWORD ps1_texcoord_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x0000ffff }; static const DWORD ps2_diffuse_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; static const DWORD ps2_specular_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0x900f0001, /* dcl v1 */ 0x02000001, 0x800f0800, 0x90e40001, /* mov oC0, v1 */ 0x0000ffff }; static const DWORD ps2_texcoord_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */ 0x02000001, 0x800f0800, 0xb0e40000, /* mov oC0, t0 */ 0x0000ffff }; #if 0 /* This has been left here for documentation purposes. It is referenced in disabled tests in the table below. */ static const DWORD ps3_diffuse_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; #endif static const DWORD ps3_specular_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8001000a, 0x900f0001, /* dcl_color1 v1 */ 0x02000001, 0x800f0800, 0x90e40001, /* mov oC0, v1 */ 0x0000ffff }; static const DWORD ps3_texcoord_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; static const struct { DWORD vs_version; const DWORD *vs; DWORD ps_version; const DWORD *ps; D3DCOLOR expected; BOOL allow_zero_alpha; BOOL partial; BOOL broken_warp; } /* On AMD specular color is generally initialized to 0x00000000 and texcoords to 0xff000000 * while on Nvidia it's the opposite. Just allow both. * * Partially initialized varyings reliably handle the component that has been initialized. * The uninitialized components generally follow the rule above, with some exceptions on * radeon cards. r500 and r600 GPUs have been found to set uninitialized components to 0.0, * 0.5 and 1.0 without a sensible pattern. */ tests[] = { {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0xffffffff}, { 0, NULL, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, { 0, NULL, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xffffffff}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_diffuse_code, 0xffffffff}, {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff000000, TRUE}, /* This test shows a lot of combinations of alpha and color that involve 1.0 and 0.0. Disable it. * * AMD r500 sets alpha = 1.0, color = 0.0. Nvidia sets alpha = 1.0, color = 1.0. r600 Sets Alpha = 0.0, * color = 0.0. So far no combination with Alpha = 0.0, color = 1.0 has been found though. * {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xffffffff, FALSE, FALSE}, * * The same issues apply to the partially initialized COLOR0 varying, in addition to unreliable results * with partially initialized varyings in general. * {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xff7fffff, TRUE, TRUE}, */ {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE, TRUE}, {D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_diffuse_code, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff7f0000, TRUE, TRUE}, {D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff7f0000, TRUE, TRUE}, {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0x007f0000, FALSE, TRUE}, {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff7f0000, TRUE, TRUE}, }; IDirect3DDevice9 *device; IDirect3D9 *d3d; HWND window; HRESULT hr; D3DADAPTER_IDENTIFIER9 identifier; IDirect3DSurface9 *backbuffer; struct surface_readback rb; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; unsigned int i; ULONG refcount; D3DCAPS9 caps; D3DCOLOR color; BOOL warp; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); warp = adapter_is_warp(&identifier); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat); ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { if (caps.VertexShaderVersion < tests[i].vs_version || caps.PixelShaderVersion < tests[i].ps_version) { skip("Vertex / pixel shader version not supported, skipping test %u.\n", i); continue; } if (tests[i].vs) { hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); } else { vs = NULL; } if (tests[i].ps) { hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); } else { ps = NULL; } hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); ok(color_match(color, tests[i].expected, 1) || (tests[i].allow_zero_alpha && color_match(color, tests[i].expected & 0x00ffffff, 1)) || (broken(warp && tests[i].broken_warp)) || broken(tests[i].partial && color_match(color & 0x00ff0000, tests[i].expected & 0x00ff0000, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); release_surface_readback(&rb); if (vs) IDirect3DVertexShader9_Release(vs); if (ps) IDirect3DVertexShader9_Release(ps); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DSurface9_Release(backbuffer); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_multisample_init(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d; IDirect3DSurface9 *back, *multi; ULONG refcount; HWND window; HRESULT hr; D3DCOLOR color; unsigned int x, y; struct surface_readback rb; BOOL all_zero = TRUE; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample init test.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &back); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &multi, NULL); ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#x.\n", hr); hr = IDirect3DDevice9_StretchRect(device, multi, NULL, back, NULL, D3DTEXF_POINT); ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr); get_rt_readback(back, &rb); for (y = 0; y < 480; ++y) { for (x = 0; x < 640; x++) { color = get_readback_color(&rb, x, y); if (!color_match(color, 0x00000000, 0)) { all_zero = FALSE; break; } } if (!all_zero) break; } release_surface_readback(&rb); ok(all_zero, "Got unexpected color 0x%08x, position %ux%u.\n", color, x, y); IDirect3DSurface9_Release(multi); IDirect3DSurface9_Release(back); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_texture_blending(void) { #define STATE_END() {0xffffffff, 0xffffffff} #define IS_STATE_END(s) (s.name == 0xffffffff && s.value == 0xffffffff) IDirect3DTexture9 *texture_bumpmap, *texture_red; IDirect3DSurface9 *backbuffer; struct surface_readback rb; D3DLOCKED_RECT locked_rect; IDirect3DDevice9 *device; unsigned int i, j, k; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, }; static const float bumpenvmat[4] = {1.0f, 1.0f, 0.0f, 0.0f}; struct texture_stage_state { D3DTEXTURESTAGESTATETYPE name; DWORD value; }; struct texture_stage { enum { TEXTURE_INVALID, TEXTURE_NONE, TEXTURE_BUMPMAP, TEXTURE_RED, } texture; struct texture_stage_state state[20]; }; static const struct texture_stage default_stage_state = { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_DISABLE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_DISABLE}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, {D3DTSS_ALPHAARG2, D3DTA_CURRENT}, {D3DTSS_BUMPENVMAT00, 0}, {D3DTSS_BUMPENVMAT01, 0}, {D3DTSS_BUMPENVMAT10, 0}, {D3DTSS_BUMPENVMAT11, 0}, {D3DTSS_BUMPENVLSCALE, 0}, {D3DTSS_BUMPENVLOFFSET, 0}, {D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE}, {D3DTSS_COLORARG0, D3DTA_CURRENT}, {D3DTSS_ALPHAARG0, D3DTA_CURRENT}, {D3DTSS_RESULTARG, D3DTA_CURRENT}, {D3DTSS_CONSTANT, 0}, STATE_END(), }, }; const struct test { DWORD tex_op_caps; D3DCOLOR expected_color; struct texture_stage stage[8]; } tests[] = { { D3DTEXOPCAPS_DISABLE, 0x80ffff02, { { TEXTURE_NONE, { STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x80ffff02, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x80ffff02, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x80ffff02, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_DIFFUSE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x00000000, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEMP}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SUBTRACT, 0x80f0f000, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, STATE_END(), }, }, { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SUBTRACT}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_COLORARG2, D3DTA_CONSTANT}, {D3DTSS_CONSTANT, 0x0f0f0f0f}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SUBTRACT, 0x71f0f000, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SUBTRACT}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_COLORARG2, D3DTA_CONSTANT}, {D3DTSS_ALPHAOP, D3DTOP_SUBTRACT}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAARG2, D3DTA_CONSTANT}, {D3DTSS_CONSTANT, 0x0f0f0f0f}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x00ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_ADD, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_ADD}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, {D3DTSS_ALPHAARG2, D3DTA_CONSTANT}, {D3DTSS_CONSTANT, 0x0fffffff}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_MODULATE2X, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_MODULATE2X}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, {D3DTSS_ALPHAARG2, D3DTA_CONSTANT}, {D3DTSS_CONSTANT, 0x01ffffff}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_MODULATE2X, 0x80ffff00, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_MODULATE2X}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAARG2, D3DTA_CONSTANT}, {D3DTSS_CONSTANT, 0x01ffffff}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAARG2, D3DTA_CONSTANT}, {D3DTSS_ALPHAARG0, D3DTA_CONSTANT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP, 0x01234567, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CONSTANT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CONSTANT}, {D3DTSS_RESULTARG, D3DTA_TEMP}, {D3DTSS_CONSTANT, 0x01234567}, STATE_END(), }, }, { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, {D3DTSS_RESULTARG, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, STATE_END(), }, }, { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEMP}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP, 0x00234567, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CONSTANT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CONSTANT}, {D3DTSS_RESULTARG, D3DTA_TEMP}, {D3DTSS_CONSTANT, 0x01234567}, STATE_END(), }, }, { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, STATE_END(), }, }, { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEMP}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP, 0x01234567, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CONSTANT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CONSTANT}, {D3DTSS_RESULTARG, D3DTA_TEMP}, {D3DTSS_CONSTANT, 0x01234567}, STATE_END(), }, }, { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, {D3DTSS_RESULTARG, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, STATE_END(), }, }, { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEMP}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP, 0x01234567, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CONSTANT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CONSTANT}, {D3DTSS_RESULTARG, D3DTA_CURRENT}, {D3DTSS_CONSTANT, 0x01234567}, STATE_END(), }, }, { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, {D3DTSS_RESULTARG, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, {D3DTSS_RESULTARG, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, {D3DTSS_RESULTARG, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr %#x.\n", hr); if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DPMISCCAPS_TSSARGTEMP not supported.\n"); IDirect3DDevice9_Release(device); goto done; } if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT)) { skip("D3DPMISCCAPS_PERSTAGECONSTANT not supported.\n"); IDirect3DDevice9_Release(device); goto done; } if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8))) { skip("D3DFMT_V8U8 not supported for legacy bump mapping.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture_bumpmap, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture_red, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr %#x.\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture9_LockRect(texture_bumpmap, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); *((WORD *)locked_rect.pBits) = 0xff00; hr = IDirect3DTexture9_UnlockRect(texture_bumpmap, 0); ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture9_LockRect(texture_red, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); *((DWORD *)locked_rect.pBits) = 0x00ff0000; hr = IDirect3DTexture9_UnlockRect(texture_red, 0); ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { const struct test *current_test = &tests[i]; if ((caps.TextureOpCaps & current_test->tex_op_caps) != current_test->tex_op_caps) { skip("Texture operations %#x not supported.\n", current_test->tex_op_caps); continue; } for (j = 0; j < caps.MaxTextureBlendStages; ++j) { IDirect3DTexture9 *current_texture = NULL; for (k = 0; !IS_STATE_END(default_stage_state.state[k]); ++k) { hr = IDirect3DDevice9_SetTextureStageState(device, j, default_stage_state.state[k].name, default_stage_state.state[k].value); ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); } if (current_test->stage[j].texture != TEXTURE_INVALID) { const struct texture_stage_state *current_state = current_test->stage[j].state; switch (current_test->stage[j].texture) { case TEXTURE_RED: current_texture = texture_red; break; case TEXTURE_BUMPMAP: current_texture = texture_bumpmap; break; default: current_texture = NULL; break; } for (k = 0; !IS_STATE_END(current_state[k]); ++k) { hr = IDirect3DDevice9_SetTextureStageState(device, j, current_state[k].name, current_state[k].value); ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); } } hr = IDirect3DDevice9_SetTexture(device, j, (IDirect3DBaseTexture9 *)current_texture); ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#x.\n", i, hr); } hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(hr == D3D_OK, "Test %u: IDirect3DDevice9_Clear failed, hr %#x.\n", i, hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#x.\n", i, hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#x.\n", i, hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#x.\n", i, hr); get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); ok(color_match(color, current_test->expected_color, 1), "Test %u: Got color 0x%08x, expected 0x%08x.\n", i, color, current_test->expected_color); release_surface_readback(&rb); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#x.\n", i, hr); } IDirect3DTexture9_Release(texture_bumpmap); IDirect3DTexture9_Release(texture_red); IDirect3DSurface9_Release(backbuffer); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_color_clamping(void) { static const D3DMATRIX mat = {{{ 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, }}}; static const struct vec3 quad[] = { {-1.0f, -1.0f, 0.1f}, {-1.0f, 1.0f, 0.1f}, { 1.0f, -1.0f, 0.1f}, { 1.0f, 1.0f, 0.1f}, }; static const DWORD vs1_code[] = { 0xfffe0101, /* vs_1_1 */ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */ 0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */ 0x0000ffff }; static const DWORD vs2_code[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x03000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */ 0x03000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */ 0x0000ffff }; static const DWORD vs3_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */ 0x0200001f, 0x8001000a, 0xe00f0002, /* dcl_color1 o2 */ 0x05000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x03000002, 0xe00f0001, 0xa0e40000, 0xa0e40000, /* add o1, c0, c0 */ 0x03000002, 0xe00f0002, 0xa0e40000, 0xa0e40000, /* add o2, c0, c0 */ 0x0000ffff }; static const DWORD ps1_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */ 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */ 0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */ 0x0000ffff }; static const DWORD ps2_code[] = { 0xffff0200, /* ps_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */ 0x0200001f, 0x80000000, 0x900f0001, /* dcl v1 */ 0x05000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */ 0x02000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x03000002, 0x800f0000, 0x80e40000, 0x90e40001, /* add r0, r0, v1 */ 0x03000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */ 0x0000ffff }; static const DWORD ps3_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ 0x0200001f, 0x8001000a, 0x900f0001, /* dcl_color1 v1 */ 0x05000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */ 0x02000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x03000002, 0x800f0000, 0x80e40000, 0x90e40001, /* add r0, r0, v1 */ 0x03000005, 0x800f0800, 0x80e40000, 0xa0e40000, /* mul oC0, r0, c0 */ 0x0000ffff }; static const struct { DWORD vs_version; const DWORD *vs; DWORD ps_version; const DWORD *ps; D3DCOLOR expected, broken; } tests[] = { {0, NULL, 0, NULL, 0x00404040}, {0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080}, {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f}, {D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_code, 0x007f7f7f}, {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_code, 0x00ffffff}, }; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; IDirect3D9 *d3d9; unsigned int i; ULONG refcount; D3DCOLOR color; D3DCAPS9 caps; HWND window; HRESULT hr; window = create_window(); d3d9 = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d9, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d9, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D9_Release(d3d9); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat); ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040); ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) { if (caps.VertexShaderVersion < tests[i].vs_version || caps.PixelShaderVersion < tests[i].ps_version) { skip("Vertex / pixel shader version not supported, skipping test %u.\n", i); continue; } if (tests[i].vs) { hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); } else { vs = NULL; } if (tests[i].ps) { hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); } else { ps = NULL; } hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); if (vs) IDirect3DVertexShader9_Release(vs); if (ps) IDirect3DVertexShader9_Release(ps); } hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d9); DestroyWindow(window); } static void test_line_antialiasing_blending(void) { IDirect3DDevice9 *device; IDirect3D9 *d3d9; ULONG refcount; D3DCOLOR color; D3DCAPS9 caps; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } green_quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, }; static const struct { struct vec3 position; DWORD diffuse; } red_quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, }; window = create_window(); d3d9 = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d9, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d9, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); IDirect3D9_Release(d3d9); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); trace("Line antialiasing support: %#x.\n", caps.LineCaps & D3DLINECAPS_ANTIALIAS); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD); ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ANTIALIASEDLINEENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable line antialiasing, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d9); DestroyWindow(window); } static void test_dsy(void) { static const DWORD vs_code[] = { 0xfffe0300, /* vs_3_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */ 0x0000ffff }; static const DWORD ps_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */ 0x05000051, 0xa00f0000, 0x43700000, 0x3f000000, 0x00000000, 0x00000000, /* def c0, 240.0, 0.5, 0.0, 0.0 */ 0x0200005c, 0x800f0000, 0x90e40000, /* dsy r0, v0 */ 0x03000005, 0x800f0000, 0x80e40000, 0xa0000000, /* mul r0, r0, c0.x */ 0x03000002, 0x800f0800, 0x80e40000, 0xa0550000, /* add oC0, r0, c0.y */ 0x0000ffff }; static const struct { struct vec3 pos; D3DCOLOR color; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0x00ff0000}, {{-1.0f, 1.0f, 0.1f}, 0x0000ff00}, {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000}, {{ 1.0f, 1.0f, 0.1f}, 0x0000ff00}, }; IDirect3DSurface9 *backbuffer, *rt; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCAPS9 caps; DWORD color; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0)) { skip("No ps_3_0 support, skipping dsy tests.\n"); IDirect3DDevice9_Release(device); goto done; } hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL); ok(SUCCEEDED(hr), "Failed to create offscreen render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 360, 240); ok(color_match(color, 0x00ff007f, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 360, 240); ok(color_match(color, 0x00ff007f, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr); IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(backbuffer); IDirect3DVertexShader9_Release(vs); IDirect3DPixelShader9_Release(ps); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_evict_bound_resources(void) { IDirect3DVertexBuffer9 *vb; IDirect3DIndexBuffer9 *ib; IDirect3DDevice9 *device; IDirect3D9 *d3d9; ULONG refcount; D3DCOLOR color; HWND window; void *data; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } green_quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, }; static const unsigned short indices[] = {0, 1, 2, 3, 2, 1}; window = create_window(); d3d9 = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d9, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d9, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); IDirect3D9_Release(d3d9); DestroyWindow(window); return; } hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib, NULL); ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(green_quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(green_quad), &data, 0); ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); memcpy(data, green_quad, sizeof(green_quad)); hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), &data, 0); ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer9_Unlock(ib); ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetIndices(device, ib); ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(*green_quad)); ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_EvictManagedResources(device); ok(hr == D3D_OK, "Failed to evict managed resources, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); IDirect3DIndexBuffer9_Release(ib); IDirect3DVertexBuffer9_Release(vb); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d9); DestroyWindow(window); } /* This test shows that 0xffff is valid index in D3D9. */ static void test_max_index16(void) { static const struct vertex { struct vec3 position; DWORD diffuse; } green_quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, }; static const unsigned short indices[] = {0, 1, 2, 0xffff}; static const unsigned int vertex_count = 0xffff + 1; D3DADAPTER_IDENTIFIER9 identifier; IDirect3DVertexBuffer9 *vb; IDirect3DIndexBuffer9 *ib; IDirect3DDevice9 *device; struct vertex *vb_data; IDirect3D9 *d3d9; ULONG refcount; D3DCOLOR color; D3DCAPS9 caps; HWND window; void *data; HRESULT hr; BOOL warp; window = create_window(); d3d9 = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d9, "Failed to create a D3D object.\n"); hr = IDirect3D9_GetAdapterIdentifier(d3d9, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); warp = adapter_is_warp(&identifier); if (!(device = create_device(d3d9, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); IDirect3D9_Release(d3d9); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.MaxVertexIndex < 0xffff) { skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex); IDirect3DDevice9_Release(device); IDirect3D9_Release(d3d9); DestroyWindow(window); return; } hr = IDirect3DDevice9_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib, NULL); ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(green_quad), (void **)&vb_data, 0); ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); vb_data[0] = green_quad[0]; vb_data[1] = green_quad[1]; vb_data[2] = green_quad[2]; vb_data[0xffff] = green_quad[3]; hr = IDirect3DVertexBuffer9_Unlock(vb); ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), &data, 0); ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer9_Unlock(ib); ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetIndices(device, ib); ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(struct vertex)); ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 0, vertex_count, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 20, 20); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 620, 460); ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); IDirect3DIndexBuffer9_Release(ib); IDirect3DVertexBuffer9_Release(vb); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d9); DestroyWindow(window); } static void test_backbuffer_resize(void) { D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DSurface9 *backbuffer; IDirect3DDevice9 *device; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, }; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); goto done; } /* Wine d3d9 implementation had a bug which was triggered by a * SetRenderTarget() call with an unreferenced surface. */ hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); refcount = IDirect3DSurface9_Release(backbuffer); ok(!refcount, "Surface has %u references left.\n", refcount); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); present_parameters.BackBufferWidth = 800; present_parameters.BackBufferHeight = 600; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.hDeviceWindow = NULL; present_parameters.Windowed = TRUE; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice9_Reset(device, &present_parameters); ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); IDirect3DSurface9_Release(backbuffer); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_drawindexedprimitiveup(void) { static const struct vertex { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0xff00ff00}, {{-1.0f, 1.0f, 0.1f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.1f}, 0xff0000ff}, {{-1.0f, -1.0f, 0.1f}, 0xff0000ff}, {{-1.0f, 1.0f, 0.1f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.1f}, 0xff00ff00}, }; static const unsigned short indices[] = {0, 1, 2, 3, 4, 5, 6, 7}; IDirect3DDevice9 *device; IDirect3D9 *d3d; ULONG refcount; D3DCOLOR color; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 4, 4, 2, indices + 4, D3DFMT_INDEX16, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00404080, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00408040, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00bf0040, 1), "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } static void test_vertex_texture(void) { static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; static const struct vec3 quad[] = { {-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 DWORD vs_code[] = { 0xfffe0300, /* vs_3_0 */ 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0, 0, 0, 0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */ 0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */ 0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */ 0x0300005f, 0xe00f0001, 0xa0000000, 0xa0e40800, /* texldl o1, c0.x, s0 */ 0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */ 0x0000ffff, /* end */ }; static const DWORD ps_code[] = { 0xffff0300, /* ps_3_0 */ 0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color v0 */ 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff, /* end */ }; static const DWORD texture_data[4] = {0x00ffff00, 0x00ffff00, 0x00ffff00, 0x00ffff00}; IDirect3DVertexDeclaration9 *declaration; IDirect3DTexture9 *texture; IDirect3DVertexShader9 *vs; IDirect3DPixelShader9 *ps; IDirect3DDevice9 *device; D3DLOCKED_RECT lr; IDirect3D9 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS9 caps; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d, "Failed to create D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create D3D device.\n"); IDirect3D9_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0) || caps.PixelShaderVersion < D3DPS_VERSION(3, 0)) { skip("SM3 is not supported.\n"); goto done; } if (!(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MAGFPOINT) || !(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MINFPOINT)) { skip("Vertex texture point filtering is not supported, caps %#x.\n", caps.VertexTextureFilterCaps); goto done; } hr = IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8); if (hr != D3D_OK) { skip("No vertex texture fetch support for D3DFMT_A8R8G8B8, hr %#x.\n", hr); goto done; } hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL); ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "Failed to lock texture, hr %#x.\n", hr); memcpy(lr.pBits, texture_data, sizeof(texture_data)); hr = IDirect3DTexture9_UnlockRect(texture, 0); ok(hr == D3D_OK, "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice9_SetTexture(device, D3DVERTEXTEXTURESAMPLER0, (IDirect3DBaseTexture9 *)texture); ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &declaration); ok(SUCCEEDED(hr), "Failed to create vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, declaration); ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == texture_data[0], "Got unexpected color 0x%08x.\n", color); IDirect3DPixelShader9_Release(ps); IDirect3DVertexShader9_Release(vs); IDirect3DTexture9_Release(texture); IDirect3DVertexDeclaration9_Release(declaration); done: refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d); DestroyWindow(window); } START_TEST(visual) { D3DADAPTER_IDENTIFIER9 identifier; IDirect3D9 *d3d; HRESULT hr; if (!(d3d = Direct3DCreate9(D3D_SDK_VERSION))) { skip("could not create D3D9 object\n"); return; } memset(&identifier, 0, sizeof(identifier)); hr = IDirect3D9_GetAdapterIdentifier(d3d, 0, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); trace("Driver string: \"%s\"\n", identifier.Driver); trace("Description string: \"%s\"\n", identifier.Description); /* Only Windows XP's default VGA driver should have an empty description */ ok(identifier.Description[0] || broken(!strcmp(identifier.Driver, "vga.dll")), "Empty driver description.\n"); trace("Device name string: \"%s\"\n", identifier.DeviceName); ok(identifier.DeviceName[0], "Empty device name.\n"); trace("Driver version %d.%d.%d.%d\n", HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart), HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart)); IDirect3D9_Release(d3d); test_sanity(); depth_clamp_test(); stretchrect_test(); lighting_test(); test_specular_lighting(); clear_test(); color_fill_test(); fog_test(); test_cube_wrap(); z_range_test(); maxmip_test(); offscreen_test(); ds_size_test(); test_blend(); test_shademode(); srgbtexture_test(); release_buffer_test(); float_texture_test(); g16r16_texture_test(); pixelshader_blending_test(); texture_transform_flags_test(); autogen_mipmap_test(); fixed_function_decl_test(); conditional_np2_repeat_test(); fixed_function_bumpmap_test(); test_pointsize(); tssargtemp_test(); np2_stretch_rect_test(); yuv_color_test(); yuv_layout_test(); zwriteenable_test(); alphatest_test(); viewport_test(); test_constant_clamp_vs(); test_compare_instructions(); test_mova(); loop_index_test(); sincos_test(); sgn_test(); clip_planes_test(); test_vshader_input(); test_vshader_float16(); stream_test(); fog_with_shader_test(); texbem_test(); texdepth_test(); texkill_test(); volume_v16u16_test(); constant_clamp_ps_test(); cnd_test(); dp2add_ps_test(); unbound_sampler_test(); nested_loop_test(); pretransformed_varying_test(); vface_register_test(); test_fragment_coords(); multiple_rendertargets_test(); texop_test(); texop_range_test(); alphareplicate_test(); dp3_alpha_test(); depth_buffer_test(); depth_buffer2_test(); depth_blit_test(); intz_test(); shadow_test(); fp_special_test(); depth_bounds_test(); srgbwrite_format_test(); update_surface_test(); multisample_get_rtdata_test(); zenable_test(); fog_special_test(); volume_srgb_test(); volume_dxt5_test(); add_dirty_rect_test(); multisampled_depth_buffer_test(); resz_test(); stencil_cull_test(); test_per_stage_constant(); test_3dc_formats(); test_fog_interpolation(); test_negative_fixedfunction_fog(); test_position_index(); test_table_fog_zw(); test_signed_formats(); test_multisample_mismatch(); test_texcoordindex(); test_vertex_blending(); test_updatetexture(); test_depthbias(); test_flip(); test_uninitialized_varyings(); test_multisample_init(); test_texture_blending(); test_color_clamping(); test_line_antialiasing_blending(); test_dsy(); test_evict_bound_resources(); test_max_index16(); test_backbuffer_resize(); test_drawindexedprimitiveup(); test_vertex_texture(); }