/* * Copyright 2006 Ivan Gyurdiev * Copyright 2005, 2008 Henri Verbeet * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define COBJMACROS #include <d3d8.h> #include "wine/test.h" static DWORD texture_stages; /* ============================ State Testing Framework ========================== */ struct state_test { const char *test_name; /* The initial data is usually the same * as the default data, but a write can have side effects. * The initial data is tested first, before any writes take place * The default data can be tested after a write */ const void *initial_data; /* The default data is the standard state to compare * against, and restore to */ const void *default_data; /* The test data is the experiment data to try * in - what we want to write * out - what windows will actually write (not necessarily the same) */ const void *test_data_in; const void *test_data_out_all; const void *test_data_out_vertex; const void *test_data_out_pixel; HRESULT (*init)(IDirect3DDevice8 *device, struct state_test *test); void (*cleanup)(IDirect3DDevice8 *device, struct state_test *test); void (*apply_data)(IDirect3DDevice8 *device, const struct state_test *test, const void *data); void (*check_data)(IDirect3DDevice8 *device, const struct state_test *test, const void *data_expected, unsigned int chain_stage); /* Test arguments */ const void *test_arg; /* Test-specific context data */ void *test_context; }; /* See below for explanation of the flags */ #define EVENT_OK 0 #define EVENT_ERROR -1 struct event_data { DWORD stateblock; IDirect3DSurface8 *original_render_target; IDirect3DSwapChain8 *new_swap_chain; }; enum stateblock_data { SB_DATA_NONE = 0, SB_DATA_DEFAULT, SB_DATA_INITIAL, SB_DATA_TEST_IN, SB_DATA_TEST_ALL, SB_DATA_TEST_VERTEX, SB_DATA_TEST_PIXEL, }; struct event { int (*event_fn)(IDirect3DDevice8 *device, struct event_data *event_data); enum stateblock_data check; enum stateblock_data apply; }; static const void *get_event_data(const struct state_test *test, enum stateblock_data data) { switch (data) { case SB_DATA_DEFAULT: return test->default_data; case SB_DATA_INITIAL: return test->initial_data; case SB_DATA_TEST_IN: return test->test_data_in; case SB_DATA_TEST_ALL: return test->test_data_out_all; case SB_DATA_TEST_VERTEX: return test->test_data_out_vertex; case SB_DATA_TEST_PIXEL: return test->test_data_out_pixel; default: return NULL; } } /* This is an event-machine, which tests things. * It tests get and set operations for a batch of states, based on * results from the event function, which directs what's to be done */ static void execute_test_chain(IDirect3DDevice8 *device, struct state_test *test, unsigned int ntests, struct event *event, unsigned int nevents, struct event_data *event_data) { unsigned int i, j; /* For each queued event */ for (j = 0; j < nevents; ++j) { const void *data; /* Execute the next event handler (if available). */ if (event[j].event_fn) { if (event[j].event_fn(device, event_data) == EVENT_ERROR) { trace("Stage %u in error state, aborting.\n", j); break; } } if (event[j].check != SB_DATA_NONE) { for (i = 0; i < ntests; ++i) { data = get_event_data(&test[i], event[j].check); test[i].check_data(device, &test[i], data, j); } } if (event[j].apply != SB_DATA_NONE) { for (i = 0; i < ntests; ++i) { data = get_event_data(&test[i], event[j].apply); test[i].apply_data(device, &test[i], data); } } } /* Attempt to reset any changes made. */ for (i = 0; i < ntests; ++i) { test[i].apply_data(device, &test[i], test[i].default_data); } } static int switch_render_target(IDirect3DDevice8* device, struct event_data *event_data) { D3DPRESENT_PARAMETERS present_parameters; IDirect3DSwapChain8 *swapchain = NULL; IDirect3DSurface8 *backbuffer = NULL; D3DDISPLAYMODE d3ddm; HRESULT hr; /* Parameters for new swapchain */ IDirect3DDevice8_GetDisplayMode(device, &d3ddm); memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferFormat = d3ddm.Format; /* Create new swapchain */ hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &present_parameters, &swapchain); ok(SUCCEEDED(hr), "CreateAdditionalSwapChain returned %#x.\n", hr); if (FAILED(hr)) goto error; /* Get its backbuffer */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "GetBackBuffer returned %#x.\n", hr); if (FAILED(hr)) goto error; /* Save the current render target */ hr = IDirect3DDevice8_GetRenderTarget(device, &event_data->original_render_target); ok(SUCCEEDED(hr), "GetRenderTarget returned %#x.\n", hr); if (FAILED(hr)) goto error; /* Set the new swapchain's backbuffer as a render target */ hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr); if (FAILED(hr)) goto error; IDirect3DSurface8_Release(backbuffer); event_data->new_swap_chain = swapchain; return EVENT_OK; error: if (backbuffer) IDirect3DSurface8_Release(backbuffer); if (swapchain) IDirect3DSwapChain8_Release(swapchain); return EVENT_ERROR; } static int revert_render_target(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; /* Reset the old render target */ hr = IDirect3DDevice8_SetRenderTarget(device, event_data->original_render_target, NULL); ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr); if (FAILED(hr)) { IDirect3DSurface8_Release(event_data->original_render_target); return EVENT_ERROR; } IDirect3DSurface8_Release(event_data->original_render_target); IDirect3DSwapChain8_Release(event_data->new_swap_chain); return EVENT_OK; } static int create_stateblock_all(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &event_data->stateblock); ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } static int create_stateblock_vertex(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_VERTEXSTATE, &event_data->stateblock); ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } static int create_stateblock_pixel(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_PIXELSTATE, &event_data->stateblock); ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } static int begin_stateblock(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; hr = IDirect3DDevice8_BeginStateBlock(device); ok(SUCCEEDED(hr), "BeginStateBlock returned %#x.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } static int end_stateblock(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; hr = IDirect3DDevice8_EndStateBlock(device, &event_data->stateblock); ok(SUCCEEDED(hr), "EndStateBlock returned %#x.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } static int delete_stateblock(IDirect3DDevice8 *device, struct event_data *event_data) { IDirect3DDevice8_DeleteStateBlock(device, event_data->stateblock); return EVENT_OK; } static int apply_stateblock(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; hr = IDirect3DDevice8_ApplyStateBlock(device, event_data->stateblock); ok(SUCCEEDED(hr), "Apply returned %#x.\n", hr); IDirect3DDevice8_DeleteStateBlock(device, event_data->stateblock); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } static int capture_stateblock(IDirect3DDevice8 *device, struct event_data *event_data) { HRESULT hr; hr = IDirect3DDevice8_CaptureStateBlock(device, event_data->stateblock); ok(SUCCEEDED(hr), "Capture returned %#x.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } static void execute_test_chain_all(IDirect3DDevice8 *device, struct state_test *test, unsigned int ntests) { struct event_data arg; unsigned int i; HRESULT hr; struct event read_events[] = { {NULL, SB_DATA_INITIAL, SB_DATA_NONE}, }; struct event write_read_events[] = { {NULL, SB_DATA_NONE, SB_DATA_TEST_IN}, {NULL, SB_DATA_TEST_ALL, SB_DATA_NONE}, }; struct event abort_stateblock_events[] = { {begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN}, {end_stateblock, SB_DATA_NONE, SB_DATA_NONE}, {delete_stateblock, SB_DATA_DEFAULT, SB_DATA_NONE}, }; struct event apply_stateblock_events[] = { {begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN}, {end_stateblock, SB_DATA_NONE, SB_DATA_NONE}, {apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE}, }; struct event capture_reapply_stateblock_events[] = { {begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN}, {end_stateblock, SB_DATA_NONE, SB_DATA_NONE}, {capture_stateblock, SB_DATA_DEFAULT, SB_DATA_TEST_IN}, {apply_stateblock, SB_DATA_DEFAULT, SB_DATA_NONE}, }; struct event create_stateblock_capture_apply_all_events[] = { {create_stateblock_all, SB_DATA_DEFAULT, SB_DATA_TEST_IN}, {capture_stateblock, SB_DATA_TEST_ALL, SB_DATA_DEFAULT}, {apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE}, }; struct event create_stateblock_apply_all_events[] = { {NULL, SB_DATA_DEFAULT, SB_DATA_TEST_IN}, {create_stateblock_all, SB_DATA_TEST_ALL, SB_DATA_DEFAULT}, {apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE}, }; struct event create_stateblock_capture_apply_vertex_events[] = { {create_stateblock_vertex, SB_DATA_DEFAULT, SB_DATA_TEST_IN}, {capture_stateblock, SB_DATA_TEST_ALL, SB_DATA_DEFAULT}, {apply_stateblock, SB_DATA_TEST_VERTEX, SB_DATA_NONE}, }; struct event create_stateblock_apply_vertex_events[] = { {NULL, SB_DATA_DEFAULT, SB_DATA_TEST_IN}, {create_stateblock_vertex, SB_DATA_TEST_ALL, SB_DATA_DEFAULT}, {apply_stateblock, SB_DATA_TEST_VERTEX, SB_DATA_NONE}, }; struct event create_stateblock_capture_apply_pixel_events[] = { {create_stateblock_pixel, SB_DATA_DEFAULT, SB_DATA_TEST_IN}, {capture_stateblock, SB_DATA_TEST_ALL, SB_DATA_DEFAULT}, {apply_stateblock, SB_DATA_TEST_PIXEL, SB_DATA_NONE}, }; struct event create_stateblock_apply_pixel_events[] = { {NULL, SB_DATA_DEFAULT, SB_DATA_TEST_IN}, {create_stateblock_pixel, SB_DATA_TEST_ALL, SB_DATA_DEFAULT}, {apply_stateblock, SB_DATA_TEST_PIXEL, SB_DATA_NONE}, }; struct event rendertarget_switch_events[] = { {NULL, SB_DATA_NONE, SB_DATA_TEST_IN}, {switch_render_target, SB_DATA_TEST_ALL, SB_DATA_NONE}, {revert_render_target, SB_DATA_NONE, SB_DATA_NONE}, }; struct event rendertarget_stateblock_events[] = { {begin_stateblock, SB_DATA_NONE, SB_DATA_TEST_IN}, {switch_render_target, SB_DATA_DEFAULT, SB_DATA_NONE}, {end_stateblock, SB_DATA_NONE, SB_DATA_NONE}, {revert_render_target, SB_DATA_NONE, SB_DATA_NONE}, {apply_stateblock, SB_DATA_TEST_ALL, SB_DATA_NONE}, }; /* Setup each test for execution */ for (i = 0; i < ntests; ++i) { hr = test[i].init(device, &test[i]); ok(SUCCEEDED(hr), "Test \"%s\" failed setup, aborting\n", test[i].test_name); if (FAILED(hr)) return; } trace("Running initial read state tests\n"); execute_test_chain(device, test, ntests, read_events, 1, NULL); trace("Running write-read state tests\n"); execute_test_chain(device, test, ntests, write_read_events, 2, NULL); trace("Running stateblock abort state tests\n"); execute_test_chain(device, test, ntests, abort_stateblock_events, 3, &arg); trace("Running stateblock apply state tests\n"); execute_test_chain(device, test, ntests, apply_stateblock_events, 3, &arg); trace("Running stateblock capture/reapply state tests\n"); execute_test_chain(device, test, ntests, capture_reapply_stateblock_events, 4, &arg); trace("Running create stateblock capture/apply all state tests\n"); execute_test_chain(device, test, ntests, create_stateblock_capture_apply_all_events, 3, &arg); trace("Running create stateblock apply all state tests\n"); execute_test_chain(device, test, ntests, create_stateblock_apply_all_events, 3, &arg); trace("Running create stateblock capture/apply vertex state tests\n"); execute_test_chain(device, test, ntests, create_stateblock_capture_apply_vertex_events, 3, &arg); trace("Running create stateblock apply vertex state tests\n"); execute_test_chain(device, test, ntests, create_stateblock_apply_vertex_events, 3, &arg); trace("Running create stateblock capture/apply pixel state tests\n"); execute_test_chain(device, test, ntests, create_stateblock_capture_apply_pixel_events, 3, &arg); trace("Running create stateblock apply pixel state tests\n"); execute_test_chain(device, test, ntests, create_stateblock_apply_pixel_events, 3, &arg); trace("Running rendertarget switch state tests\n"); execute_test_chain(device, test, ntests, rendertarget_switch_events, 3, &arg); trace("Running stateblock apply over rendertarget switch interrupt tests\n"); execute_test_chain(device, test, ntests, rendertarget_stateblock_events, 5, &arg); /* Cleanup resources */ for (i = 0; i < ntests; ++i) { if (test[i].cleanup) test[i].cleanup(device, &test[i]); } } /* =================== State test: Pixel and Vertex Shader constants ============ */ struct shader_constant_data { float float_constant[4]; /* 1x4 float constant */ }; struct shader_constant_arg { unsigned int idx; BOOL pshader; }; static const struct shader_constant_data shader_constant_poison_data = { {1.0f, 2.0f, 3.0f, 4.0f}, }; static const struct shader_constant_data shader_constant_default_data = { {0.0f, 0.0f, 0.0f, 0.0f}, }; static const struct shader_constant_data shader_constant_test_data = { {5.0f, 6.0f, 7.0f, 8.0f}, }; static void shader_constant_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data) { const struct shader_constant_data *scdata = data; const struct shader_constant_arg *scarg = test->test_arg; unsigned int index = scarg->idx; HRESULT hr; if (!scarg->pshader) { hr = IDirect3DDevice8_SetVertexShaderConstant(device, index, scdata->float_constant, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x.\n", hr); } else { hr = IDirect3DDevice8_SetPixelShaderConstant(device, index, scdata->float_constant, 1); ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x.\n", hr); } } static void shader_constant_check_data(IDirect3DDevice8 *device, const struct state_test *test, const void *expected_data, unsigned int chain_stage) { const struct shader_constant_data *scdata = expected_data; const struct shader_constant_arg *scarg = test->test_arg; struct shader_constant_data value; HRESULT hr; value = shader_constant_poison_data; if (!scarg->pshader) { hr = IDirect3DDevice8_GetVertexShaderConstant(device, scarg->idx, value.float_constant, 1); ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x.\n", hr); } else { hr = IDirect3DDevice8_GetPixelShaderConstant(device, scarg->idx, value.float_constant, 1); ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x.\n", hr); } ok(!memcmp(value.float_constant, scdata->float_constant, sizeof(scdata->float_constant)), "Chain stage %u, %s constant:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n\t{%.8e, %.8e, %.8e, %.8e} received\n", chain_stage, scarg->pshader ? "pixel shader" : "vertex shader", scdata->float_constant[0], scdata->float_constant[1], scdata->float_constant[2], scdata->float_constant[3], value.float_constant[0], value.float_constant[1], value.float_constant[2], value.float_constant[3]); } static HRESULT shader_constant_test_init(IDirect3DDevice8 *device, struct state_test *test) { const struct shader_constant_arg *test_arg = test->test_arg; test->test_context = NULL; test->test_data_in = &shader_constant_test_data; test->test_data_out_all = &shader_constant_test_data; if (test_arg->pshader) { test->test_data_out_vertex = &shader_constant_default_data; test->test_data_out_pixel = &shader_constant_test_data; } else { test->test_data_out_vertex = &shader_constant_test_data; test->test_data_out_pixel = &shader_constant_default_data; } test->default_data = &shader_constant_default_data; test->initial_data = &shader_constant_default_data; return D3D_OK; } static void shader_constants_queue_test(struct state_test *test, const struct shader_constant_arg *test_arg) { test->init = shader_constant_test_init; test->cleanup = NULL; test->apply_data = shader_constant_apply_data; test->check_data = shader_constant_check_data; test->test_name = test_arg->pshader ? "set_get_pshader_constants" : "set_get_vshader_constants"; test->test_arg = test_arg; } /* =================== State test: Lights ===================================== */ struct light_data { D3DLIGHT8 light; BOOL enabled; HRESULT get_light_result; HRESULT get_enabled_result; }; struct light_arg { unsigned int idx; }; static const struct light_data light_poison_data = { { 0x1337c0de, {7.0, 4.0, 2.0, 1.0}, {7.0, 4.0, 2.0, 1.0}, {7.0, 4.0, 2.0, 1.0}, {3.3f, 4.4f, 5.5f}, {6.6f, 7.7f, 8.8f}, 12.12f, 13.13f, 14.14f, 15.15f, 16.16f, 17.17f, 18.18f, }, TRUE, 0x1337c0de, 0x1337c0de, }; static const struct light_data light_default_data = { { D3DLIGHT_DIRECTIONAL, {1.0, 1.0, 1.0, 0.0}, {0.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0}, {0.0, 0.0, 1.0}, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, }, FALSE, D3D_OK, D3D_OK, }; /* This is used for the initial read state (before a write causes side effects) * The proper return status is D3DERR_INVALIDCALL */ static const struct light_data light_initial_data = { { 0x1337c0de, {7.0, 4.0, 2.0, 1.0}, {7.0, 4.0, 2.0, 1.0}, {7.0, 4.0, 2.0, 1.0}, {3.3f, 4.4f, 5.5f}, {6.6f, 7.7f, 8.8f}, 12.12f, 13.13f, 14.14f, 15.15f, 16.16f, 17.17f, 18.18f, }, TRUE, D3DERR_INVALIDCALL, D3DERR_INVALIDCALL, }; static const struct light_data light_test_data_in = { { 1, {2.0, 2.0, 2.0, 2.0}, {3.0, 3.0, 3.0, 3.0}, {4.0, 4.0, 4.0, 4.0}, {5.0, 5.0, 5.0}, {6.0, 6.0, 6.0}, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, }, TRUE, D3D_OK, D3D_OK, }; /* SetLight will use 128 as the "enabled" value */ static const struct light_data light_test_data_out = { { 1, {2.0, 2.0, 2.0, 2.0}, {3.0, 3.0, 3.0, 3.0}, {4.0, 4.0, 4.0, 4.0}, {5.0, 5.0, 5.0}, {6.0, 6.0, 6.0}, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, }, 128, D3D_OK, D3D_OK, }; static void light_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data) { const struct light_data *ldata = data; const struct light_arg *larg = test->test_arg; unsigned int index = larg->idx; HRESULT hr; hr = IDirect3DDevice8_SetLight(device, index, &ldata->light); ok(SUCCEEDED(hr), "SetLight returned %#x.\n", hr); hr = IDirect3DDevice8_LightEnable(device, index, ldata->enabled); ok(SUCCEEDED(hr), "SetLightEnable returned %#x.\n", hr); } static void light_check_data(IDirect3DDevice8 *device, const struct state_test *test, const void *expected_data, unsigned int chain_stage) { const struct light_arg *larg = test->test_arg; const struct light_data *ldata = expected_data; struct light_data value; value = light_poison_data; value.get_enabled_result = IDirect3DDevice8_GetLightEnable(device, larg->idx, &value.enabled); value.get_light_result = IDirect3DDevice8_GetLight(device, larg->idx, &value.light); ok(value.get_enabled_result == ldata->get_enabled_result, "Chain stage %u: expected get_enabled_result %#x, got %#x.\n", chain_stage, ldata->get_enabled_result, value.get_enabled_result); ok(value.get_light_result == ldata->get_light_result, "Chain stage %u: expected get_light_result %#x, got %#x.\n", chain_stage, ldata->get_light_result, value.get_light_result); ok(value.enabled == ldata->enabled, "Chain stage %u: expected enabled %#x, got %#x.\n", chain_stage, ldata->enabled, value.enabled); ok(value.light.Type == ldata->light.Type, "Chain stage %u: expected light.Type %#x, got %#x.\n", chain_stage, ldata->light.Type, value.light.Type); ok(!memcmp(&value.light.Diffuse, &ldata->light.Diffuse, sizeof(value.light.Diffuse)), "Chain stage %u, light.Diffuse:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n" "\t{%.8e, %.8e, %.8e, %.8e} received.\n", chain_stage, ldata->light.Diffuse.r, ldata->light.Diffuse.g, ldata->light.Diffuse.b, ldata->light.Diffuse.a, value.light.Diffuse.r, value.light.Diffuse.g, value.light.Diffuse.b, value.light.Diffuse.a); ok(!memcmp(&value.light.Specular, &ldata->light.Specular, sizeof(value.light.Specular)), "Chain stage %u, light.Specular:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n" "\t{%.8e, %.8e, %.8e, %.8e} received.\n", chain_stage, ldata->light.Specular.r, ldata->light.Specular.g, ldata->light.Specular.b, ldata->light.Specular.a, value.light.Specular.r, value.light.Specular.g, value.light.Specular.b, value.light.Specular.a); ok(!memcmp(&value.light.Ambient, &ldata->light.Ambient, sizeof(value.light.Ambient)), "Chain stage %u, light.Ambient:\n\t{%.8e, %.8e, %.8e, %.8e} expected\n" "\t{%.8e, %.8e, %.8e, %.8e} received.\n", chain_stage, ldata->light.Ambient.r, ldata->light.Ambient.g, ldata->light.Ambient.b, ldata->light.Ambient.a, value.light.Ambient.r, value.light.Ambient.g, value.light.Ambient.b, value.light.Ambient.a); ok(!memcmp(&value.light.Position, &ldata->light.Position, sizeof(value.light.Position)), "Chain stage %u, light.Position:\n\t{%.8e, %.8e, %.8e} expected\n\t{%.8e, %.8e, %.8e} received.\n", chain_stage, ldata->light.Position.x, ldata->light.Position.y, ldata->light.Position.z, value.light.Position.x, value.light.Position.y, value.light.Position.z); ok(!memcmp(&value.light.Direction, &ldata->light.Direction, sizeof(value.light.Direction)), "Chain stage %u, light.Direction:\n\t{%.8e, %.8e, %.8e} expected\n\t{%.8e, %.8e, %.8e} received.\n", chain_stage, ldata->light.Direction.x, ldata->light.Direction.y, ldata->light.Direction.z, value.light.Direction.x, value.light.Direction.y, value.light.Direction.z); ok(value.light.Range == ldata->light.Range, "Chain stage %u: expected light.Range %.8e, got %.8e.\n", chain_stage, ldata->light.Range, value.light.Range); ok(value.light.Falloff == ldata->light.Falloff, "Chain stage %u: expected light.Falloff %.8e, got %.8e.\n", chain_stage, ldata->light.Falloff, value.light.Falloff); ok(value.light.Attenuation0 == ldata->light.Attenuation0, "Chain stage %u: expected light.Attenuation0 %.8e, got %.8e.\n", chain_stage, ldata->light.Attenuation0, value.light.Attenuation0); ok(value.light.Attenuation1 == ldata->light.Attenuation1, "Chain stage %u: expected light.Attenuation1 %.8e, got %.8e.\n", chain_stage, ldata->light.Attenuation1, value.light.Attenuation1); ok(value.light.Attenuation2 == ldata->light.Attenuation2, "Chain stage %u: expected light.Attenuation2 %.8e, got %.8e.\n", chain_stage, ldata->light.Attenuation2, value.light.Attenuation2); ok(value.light.Theta == ldata->light.Theta, "Chain stage %u: expected light.Theta %.8e, got %.8e.\n", chain_stage, ldata->light.Theta, value.light.Theta); ok(value.light.Phi == ldata->light.Phi, "Chain stage %u: expected light.Phi %.8e, got %.8e.\n", chain_stage, ldata->light.Phi, value.light.Phi); } static HRESULT light_test_init(IDirect3DDevice8 *device, struct state_test *test) { test->test_context = NULL; test->test_data_in = &light_test_data_in; test->test_data_out_all = &light_test_data_out; test->test_data_out_vertex = &light_test_data_out; test->test_data_out_pixel = &light_default_data; test->default_data = &light_default_data; test->initial_data = &light_initial_data; return D3D_OK; } static void lights_queue_test(struct state_test *test, const struct light_arg *test_arg) { test->init = light_test_init; test->cleanup = NULL; test->apply_data = light_apply_data; test->check_data = light_check_data; test->test_name = "set_get_light"; test->test_arg = test_arg; } /* =================== State test: Transforms ===================================== */ struct transform_data { D3DMATRIX view; D3DMATRIX projection; D3DMATRIX texture0; D3DMATRIX texture7; D3DMATRIX world0; D3DMATRIX world255; }; static const struct transform_data transform_default_data = { {{{ 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, }}}, {{{ 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, }}}, {{{ 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, }}}, {{{ 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, }}}, {{{ 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, }}}, {{{ 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 transform_data transform_poison_data = { {{{ 1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f, }}}, {{{ 17.0f, 18.0f, 19.0f, 20.0f, 21.0f, 22.0f, 23.0f, 24.0f, 25.0f, 26.0f, 27.0f, 28.0f, 29.0f, 30.0f, 31.0f, 32.0f, }}}, {{{ 33.0f, 34.0f, 35.0f, 36.0f, 37.0f, 38.0f, 39.0f, 40.0f, 41.0f, 42.0f, 43.0f, 44.0f, 45.0f, 46.0f, 47.0f, 48.0f, }}}, {{{ 49.0f, 50.0f, 51.0f, 52.0f, 53.0f, 54.0f, 55.0f, 56.0f, 57.0f, 58.0f, 59.0f, 60.0f, 61.0f, 62.0f, 63.0f, 64.0f, }}}, {{{ 64.0f, 66.0f, 67.0f, 68.0f, 69.0f, 70.0f, 71.0f, 72.0f, 73.0f, 74.0f, 75.0f, 76.0f, 77.0f, 78.0f, 79.0f, 80.0f, }}}, {{{ 81.0f, 82.0f, 83.0f, 84.0f, 85.0f, 86.0f, 87.0f, 88.0f, 89.0f, 90.0f, 91.0f, 92.0f, 93.0f, 94.0f, 95.0f, 96.0f, }}}, }; static const struct transform_data transform_test_data = { {{{ 1.2f, 3.4f, -5.6f, 7.2f, 10.11f, -12.13f, 14.15f, -1.5f, 23.56f, 12.89f, 44.56f, -1.0f, 2.3f, 0.0f, 4.4f, 5.5f, }}}, {{{ 9.2f, 38.7f, -6.6f, 7.2f, 10.11f, -12.13f, 77.15f, -1.5f, 23.56f, 12.89f, 14.56f, -1.0f, 12.3f, 0.0f, 4.4f, 5.5f, }}}, {{{ 10.2f, 3.4f, 0.6f, 7.2f, 10.11f, -12.13f, 14.15f, -1.5f, 23.54f, 12.9f, 44.56f, -1.0f, 2.3f, 0.0f, 4.4f, 5.5f, }}}, {{{ 1.2f, 3.4f, -5.6f, 7.2f, 10.11f, -12.13f, -14.5f, -1.5f, 2.56f, 12.89f, 23.56f, -1.0f, 112.3f, 0.0f, 4.4f, 2.5f, }}}, {{{ 1.2f, 31.41f, 58.6f, 7.2f, 10.11f, -12.13f, -14.5f, -1.5f, 2.56f, 12.89f, 11.56f, -1.0f, 112.3f, 0.0f, 44.4f, 2.5f, }}}, {{{ 1.20f, 3.4f, -5.6f, 7.0f, 10.11f, -12.156f, -14.5f, -1.5f, 2.56f, 1.829f, 23.6f, -1.0f, 112.3f, 0.0f, 41.4f, 2.5f, }}}, }; static void transform_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data) { const struct transform_data *tdata = data; HRESULT hr; hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &tdata->view); ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &tdata->projection); ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0, &tdata->texture0); ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &tdata->texture7); ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &tdata->world0); ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(255), &tdata->world255); ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); } static void compare_matrix(const char *name, unsigned int chain_stage, const D3DMATRIX *received, const D3DMATRIX *expected) { ok(!memcmp(expected, received, sizeof(*expected)), "Chain stage %u, matrix %s:\n" "\t{\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t} expected\n" "\t{\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t\t%.8e, %.8e, %.8e, %.8e,\n" "\t} received\n", chain_stage, name, U(*expected).m[0][0], U(*expected).m[1][0], U(*expected).m[2][0], U(*expected).m[3][0], U(*expected).m[0][1], U(*expected).m[1][1], U(*expected).m[2][1], U(*expected).m[3][1], U(*expected).m[0][2], U(*expected).m[1][2], U(*expected).m[2][2], U(*expected).m[3][2], U(*expected).m[0][3], U(*expected).m[1][3], U(*expected).m[2][3], U(*expected).m[3][3], U(*received).m[0][0], U(*received).m[1][0], U(*received).m[2][0], U(*received).m[3][0], U(*received).m[0][1], U(*received).m[1][1], U(*received).m[2][1], U(*received).m[3][1], U(*received).m[0][2], U(*received).m[1][2], U(*received).m[2][2], U(*received).m[3][2], U(*received).m[0][3], U(*received).m[1][3], U(*received).m[2][3], U(*received).m[3][3]); } static void transform_check_data(IDirect3DDevice8 *device, const struct state_test *test, const void *expected_data, unsigned int chain_stage) { const struct transform_data *tdata = expected_data; D3DMATRIX value; HRESULT hr; value = transform_poison_data.view; hr = IDirect3DDevice8_GetTransform(device, D3DTS_VIEW, &value); ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); compare_matrix("View", chain_stage, &value, &tdata->view); value = transform_poison_data.projection; hr = IDirect3DDevice8_GetTransform(device, D3DTS_PROJECTION, &value); ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); compare_matrix("Projection", chain_stage, &value, &tdata->projection); value = transform_poison_data.texture0; hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0, &value); ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); compare_matrix("Texture0", chain_stage, &value, &tdata->texture0); value = transform_poison_data.texture7; hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &value); ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); compare_matrix("Texture7", chain_stage, &value, &tdata->texture7); value = transform_poison_data.world0; hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLD, &value); ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); compare_matrix("World0", chain_stage, &value, &tdata->world0); value = transform_poison_data.world255; hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLDMATRIX(255), &value); ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); compare_matrix("World255", chain_stage, &value, &tdata->world255); } static HRESULT transform_test_init(IDirect3DDevice8 *device, struct state_test *test) { test->test_context = NULL; test->test_data_in = &transform_test_data; test->test_data_out_all = &transform_test_data; test->test_data_out_vertex = &transform_default_data; test->test_data_out_pixel = &transform_default_data; test->default_data = &transform_default_data; test->initial_data = &transform_default_data; return D3D_OK; } static void transform_queue_test(struct state_test *test) { test->init = transform_test_init; test->cleanup = NULL; test->apply_data = transform_apply_data; test->check_data = transform_check_data; test->test_name = "set_get_transforms"; test->test_arg = NULL; } /* =================== State test: Render States ===================================== */ const D3DRENDERSTATETYPE render_state_indices[] = { D3DRS_ZENABLE, D3DRS_FILLMODE, D3DRS_SHADEMODE, D3DRS_ZWRITEENABLE, D3DRS_ALPHATESTENABLE, D3DRS_LASTPIXEL, D3DRS_SRCBLEND, D3DRS_DESTBLEND, D3DRS_CULLMODE, D3DRS_ZFUNC, D3DRS_ALPHAREF, D3DRS_ALPHAFUNC, D3DRS_DITHERENABLE, D3DRS_ALPHABLENDENABLE, D3DRS_FOGENABLE, D3DRS_SPECULARENABLE, D3DRS_FOGCOLOR, D3DRS_FOGTABLEMODE, D3DRS_FOGSTART, D3DRS_FOGEND, D3DRS_FOGDENSITY, D3DRS_RANGEFOGENABLE, D3DRS_STENCILENABLE, D3DRS_STENCILFAIL, D3DRS_STENCILZFAIL, D3DRS_STENCILPASS, D3DRS_STENCILFUNC, D3DRS_STENCILREF, D3DRS_STENCILMASK, D3DRS_STENCILWRITEMASK, D3DRS_TEXTUREFACTOR, D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_CLIPPING, D3DRS_LIGHTING, D3DRS_AMBIENT, D3DRS_FOGVERTEXMODE, D3DRS_COLORVERTEX, D3DRS_LOCALVIEWER, D3DRS_NORMALIZENORMALS, D3DRS_DIFFUSEMATERIALSOURCE, D3DRS_SPECULARMATERIALSOURCE, D3DRS_AMBIENTMATERIALSOURCE, D3DRS_EMISSIVEMATERIALSOURCE, D3DRS_VERTEXBLEND, D3DRS_CLIPPLANEENABLE, #if 0 /* Driver dependent */ D3DRS_POINTSIZE, #endif D3DRS_POINTSIZE_MIN, D3DRS_POINTSPRITEENABLE, D3DRS_POINTSCALEENABLE, D3DRS_POINTSCALE_A, D3DRS_POINTSCALE_B, D3DRS_POINTSCALE_C, D3DRS_MULTISAMPLEANTIALIAS, D3DRS_MULTISAMPLEMASK, D3DRS_PATCHEDGESTYLE, #if 0 /* Apparently not recorded in the stateblock */ D3DRS_DEBUGMONITORTOKEN, #endif D3DRS_POINTSIZE_MAX, D3DRS_INDEXEDVERTEXBLENDENABLE, D3DRS_COLORWRITEENABLE, D3DRS_TWEENFACTOR, D3DRS_BLENDOP, }; struct render_state_data { DWORD states[ARRAY_SIZE(render_state_indices)]; }; struct render_state_arg { D3DPRESENT_PARAMETERS *device_pparams; float pointsize_max; }; struct render_state_context { struct render_state_data default_data_buffer; struct render_state_data test_data_all_buffer; struct render_state_data test_data_vertex_buffer; struct render_state_data test_data_pixel_buffer; struct render_state_data poison_data_buffer; }; static void render_state_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data) { const struct render_state_data *rsdata = data; unsigned int i; HRESULT hr; for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { hr = IDirect3DDevice8_SetRenderState(device, render_state_indices[i], rsdata->states[i]); ok(SUCCEEDED(hr), "SetRenderState returned %#x.\n", hr); } } static void render_state_check_data(IDirect3DDevice8 *device, const struct state_test *test, const void *expected_data, unsigned int chain_stage) { const struct render_state_context *ctx = test->test_context; const struct render_state_data *rsdata = expected_data; unsigned int i; HRESULT hr; for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { DWORD value = ctx->poison_data_buffer.states[i]; hr = IDirect3DDevice8_GetRenderState(device, render_state_indices[i], &value); ok(SUCCEEDED(hr), "GetRenderState returned %#x.\n", hr); ok(value == rsdata->states[i], "Chain stage %u, render state %#x: expected %#x, got %#x.\n", chain_stage, render_state_indices[i], rsdata->states[i], value); } } static inline DWORD to_dword(float fl) { union {float f; DWORD d;} ret; ret.f = fl; return ret.d; } static void render_state_default_data_init(const struct render_state_arg *rsarg, struct render_state_data *data) { DWORD zenable = rsarg->device_pparams->EnableAutoDepthStencil ? D3DZB_TRUE : D3DZB_FALSE; unsigned int idx = 0; data->states[idx++] = zenable; /* ZENABLE */ data->states[idx++] = D3DFILL_SOLID; /* FILLMODE */ data->states[idx++] = D3DSHADE_GOURAUD; /* SHADEMODE */ data->states[idx++] = TRUE; /* ZWRITEENABLE */ data->states[idx++] = FALSE; /* ALPHATESTENABLE */ data->states[idx++] = TRUE; /* LASTPIXEL */ data->states[idx++] = D3DBLEND_ONE; /* SRCBLEND */ data->states[idx++] = D3DBLEND_ZERO; /* DESTBLEND */ data->states[idx++] = D3DCULL_CCW; /* CULLMODE */ data->states[idx++] = D3DCMP_LESSEQUAL; /* ZFUNC */ data->states[idx++] = 0; /* ALPHAREF */ data->states[idx++] = D3DCMP_ALWAYS; /* ALPHAFUNC */ data->states[idx++] = FALSE; /* DITHERENABLE */ data->states[idx++] = FALSE; /* ALPHABLENDENABLE */ data->states[idx++] = FALSE; /* FOGENABLE */ data->states[idx++] = FALSE; /* SPECULARENABLE */ data->states[idx++] = 0; /* FOGCOLOR */ data->states[idx++] = D3DFOG_NONE; /* FOGTABLEMODE */ data->states[idx++] = to_dword(0.0f); /* FOGSTART */ data->states[idx++] = to_dword(1.0f); /* FOGEND */ data->states[idx++] = to_dword(1.0f); /* FOGDENSITY */ data->states[idx++] = FALSE; /* RANGEFOGENABLE */ data->states[idx++] = FALSE; /* STENCILENABLE */ data->states[idx++] = D3DSTENCILOP_KEEP; /* STENCILFAIL */ data->states[idx++] = D3DSTENCILOP_KEEP; /* STENCILZFAIL */ data->states[idx++] = D3DSTENCILOP_KEEP; /* STENCILPASS */ data->states[idx++] = D3DCMP_ALWAYS; /* STENCILFUNC */ data->states[idx++] = 0; /* STENCILREF */ data->states[idx++] = 0xFFFFFFFF; /* STENCILMASK */ data->states[idx++] = 0xFFFFFFFF; /* STENCILWRITEMASK */ data->states[idx++] = 0xFFFFFFFF; /* TEXTUREFACTOR */ data->states[idx++] = 0; /* WRAP 0 */ data->states[idx++] = 0; /* WRAP 1 */ data->states[idx++] = 0; /* WRAP 2 */ data->states[idx++] = 0; /* WRAP 3 */ data->states[idx++] = 0; /* WRAP 4 */ data->states[idx++] = 0; /* WRAP 5 */ data->states[idx++] = 0; /* WRAP 6 */ data->states[idx++] = 0; /* WRAP 7 */ data->states[idx++] = TRUE; /* CLIPPING */ data->states[idx++] = TRUE; /* LIGHTING */ data->states[idx++] = 0; /* AMBIENT */ data->states[idx++] = D3DFOG_NONE; /* FOGVERTEXMODE */ data->states[idx++] = TRUE; /* COLORVERTEX */ data->states[idx++] = TRUE; /* LOCALVIEWER */ data->states[idx++] = FALSE; /* NORMALIZENORMALS */ data->states[idx++] = D3DMCS_COLOR1; /* DIFFUSEMATERIALSOURCE */ data->states[idx++] = D3DMCS_COLOR2; /* SPECULARMATERIALSOURCE */ data->states[idx++] = D3DMCS_MATERIAL; /* AMBIENTMATERIALSOURCE */ data->states[idx++] = D3DMCS_MATERIAL; /* EMISSIVEMATERIALSOURCE */ data->states[idx++] = D3DVBF_DISABLE; /* VERTEXBLEND */ data->states[idx++] = 0; /* CLIPPLANEENABLE */ if (0) data->states[idx++] = to_dword(1.0f); /* POINTSIZE, driver dependent, increase array size to enable */ data->states[idx++] = to_dword(0.0f); /* POINTSIZEMIN */ data->states[idx++] = FALSE; /* POINTSPRITEENABLE */ data->states[idx++] = FALSE; /* POINTSCALEENABLE */ data->states[idx++] = to_dword(1.0f); /* POINTSCALE_A */ data->states[idx++] = to_dword(0.0f); /* POINTSCALE_B */ data->states[idx++] = to_dword(0.0f); /* POINTSCALE_C */ data->states[idx++] = TRUE; /* MULTISAMPLEANTIALIAS */ data->states[idx++] = 0xFFFFFFFF; /* MULTISAMPLEMASK */ data->states[idx++] = D3DPATCHEDGE_DISCRETE; /* PATCHEDGESTYLE */ if (0) data->states[idx++] = 0xbaadcafe; /* DEBUGMONITORTOKEN, not recorded in the stateblock */ data->states[idx++] = to_dword(rsarg->pointsize_max); /* POINTSIZE_MAX */ data->states[idx++] = FALSE; /* INDEXEDVERTEXBLENDENABLE */ data->states[idx++] = 0x0000000F; /* COLORWRITEENABLE */ data->states[idx++] = to_dword(0.0f); /* TWEENFACTOR */ data->states[idx++] = D3DBLENDOP_ADD; /* BLENDOP */ } static void render_state_poison_data_init(struct render_state_data *data) { unsigned int i; for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { data->states[i] = 0x1337c0de; } } static void render_state_test_data_init(struct render_state_data *data) { unsigned int idx = 0; data->states[idx++] = D3DZB_USEW; /* ZENABLE */ data->states[idx++] = D3DFILL_WIREFRAME; /* FILLMODE */ data->states[idx++] = D3DSHADE_PHONG; /* SHADEMODE */ data->states[idx++] = FALSE; /* ZWRITEENABLE */ data->states[idx++] = TRUE; /* ALPHATESTENABLE */ data->states[idx++] = FALSE; /* LASTPIXEL */ data->states[idx++] = D3DBLEND_SRCALPHASAT; /* SRCBLEND */ data->states[idx++] = D3DBLEND_INVDESTALPHA; /* DESTBLEND */ data->states[idx++] = D3DCULL_CW; /* CULLMODE */ data->states[idx++] = D3DCMP_NOTEQUAL; /* ZFUNC */ data->states[idx++] = 10; /* ALPHAREF */ data->states[idx++] = D3DCMP_GREATER; /* ALPHAFUNC */ data->states[idx++] = TRUE; /* DITHERENABLE */ data->states[idx++] = TRUE; /* ALPHABLENDENABLE */ data->states[idx++] = TRUE; /* FOGENABLE */ data->states[idx++] = TRUE; /* SPECULARENABLE */ data->states[idx++] = 1u << 31; /* FOGCOLOR */ data->states[idx++] = D3DFOG_EXP; /* FOGTABLEMODE */ data->states[idx++] = to_dword(0.1f); /* FOGSTART */ data->states[idx++] = to_dword(0.8f); /* FOGEND */ data->states[idx++] = to_dword(0.5f); /* FOGDENSITY */ data->states[idx++] = TRUE; /* RANGEFOGENABLE */ data->states[idx++] = TRUE; /* STENCILENABLE */ data->states[idx++] = D3DSTENCILOP_INCRSAT; /* STENCILFAIL */ data->states[idx++] = D3DSTENCILOP_REPLACE; /* STENCILZFAIL */ data->states[idx++] = D3DSTENCILOP_INVERT; /* STENCILPASS */ data->states[idx++] = D3DCMP_LESS; /* STENCILFUNC */ data->states[idx++] = 10; /* STENCILREF */ data->states[idx++] = 0xFF00FF00; /* STENCILMASK */ data->states[idx++] = 0x00FF00FF; /* STENCILWRITEMASK */ data->states[idx++] = 0xF0F0F0F0; /* TEXTUREFACTOR */ data->states[idx++] = D3DWRAPCOORD_0 | D3DWRAPCOORD_2; /* WRAP 0 */ data->states[idx++] = D3DWRAPCOORD_1 | D3DWRAPCOORD_3; /* WRAP 1 */ data->states[idx++] = D3DWRAPCOORD_2 | D3DWRAPCOORD_3; /* WRAP 2 */ data->states[idx++] = D3DWRAPCOORD_3 | D3DWRAPCOORD_0; /* WRAP 4 */ data->states[idx++] = D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2; /* WRAP 5 */ data->states[idx++] = D3DWRAPCOORD_1 | D3DWRAPCOORD_3 | D3DWRAPCOORD_2; /* WRAP 6 */ data->states[idx++] = D3DWRAPCOORD_2 | D3DWRAPCOORD_1 | D3DWRAPCOORD_0; /* WRAP 7 */ data->states[idx++] = D3DWRAPCOORD_1 | D3DWRAPCOORD_0 | D3DWRAPCOORD_2 | D3DWRAPCOORD_3; /* WRAP 8 */ data->states[idx++] = FALSE; /* CLIPPING */ data->states[idx++] = FALSE; /* LIGHTING */ data->states[idx++] = 255 << 16; /* AMBIENT */ data->states[idx++] = D3DFOG_EXP2; /* FOGVERTEXMODE */ data->states[idx++] = FALSE; /* COLORVERTEX */ data->states[idx++] = FALSE; /* LOCALVIEWER */ data->states[idx++] = TRUE; /* NORMALIZENORMALS */ data->states[idx++] = D3DMCS_COLOR2; /* DIFFUSEMATERIALSOURCE */ data->states[idx++] = D3DMCS_MATERIAL; /* SPECULARMATERIALSOURCE */ data->states[idx++] = D3DMCS_COLOR1; /* AMBIENTMATERIALSOURCE */ data->states[idx++] = D3DMCS_COLOR2; /* EMISSIVEMATERIALSOURCE */ data->states[idx++] = D3DVBF_3WEIGHTS; /* VERTEXBLEND */ data->states[idx++] = 0xf1f1f1f1; /* CLIPPLANEENABLE */ if (0) data->states[idx++] = to_dword(32.0f);/* POINTSIZE, driver dependent, increase array size to enable */ data->states[idx++] = to_dword(0.7f); /* POINTSIZEMIN */ data->states[idx++] = TRUE; /* POINTSPRITEENABLE */ data->states[idx++] = TRUE; /* POINTSCALEENABLE */ data->states[idx++] = to_dword(0.7f); /* POINTSCALE_A */ data->states[idx++] = to_dword(0.5f); /* POINTSCALE_B */ data->states[idx++] = to_dword(0.4f); /* POINTSCALE_C */ data->states[idx++] = FALSE; /* MULTISAMPLEANTIALIAS */ data->states[idx++] = 0xABCDDBCA; /* MULTISAMPLEMASK */ data->states[idx++] = D3DPATCHEDGE_CONTINUOUS; /* PATCHEDGESTYLE */ if (0) data->states[idx++] = D3DDMT_DISABLE; /* DEBUGMONITORTOKEN, not recorded in the stateblock */ data->states[idx++] = to_dword(77.0f); /* POINTSIZE_MAX */ data->states[idx++] = TRUE; /* INDEXEDVERTEXBLENDENABLE */ data->states[idx++] = 0x00000009; /* COLORWRITEENABLE */ data->states[idx++] = to_dword(0.2f); /* TWEENFACTOR */ data->states[idx++] = D3DBLENDOP_REVSUBTRACT;/* BLENDOP */ } static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_test *test) { static const DWORD states_vertex[] = { D3DRS_AMBIENT, D3DRS_AMBIENTMATERIALSOURCE, D3DRS_CLIPPING, D3DRS_CLIPPLANEENABLE, D3DRS_COLORVERTEX, D3DRS_CULLMODE, D3DRS_DIFFUSEMATERIALSOURCE, D3DRS_EMISSIVEMATERIALSOURCE, D3DRS_FOGCOLOR, D3DRS_FOGDENSITY, D3DRS_FOGENABLE, D3DRS_FOGEND, D3DRS_FOGSTART, D3DRS_FOGTABLEMODE, D3DRS_FOGVERTEXMODE, D3DRS_INDEXEDVERTEXBLENDENABLE, D3DRS_LIGHTING, D3DRS_LOCALVIEWER, D3DRS_MULTISAMPLEANTIALIAS, D3DRS_MULTISAMPLEMASK, D3DRS_NORMALIZENORMALS, D3DRS_PATCHEDGESTYLE, D3DRS_POINTSCALE_A, D3DRS_POINTSCALE_B, D3DRS_POINTSCALE_C, D3DRS_POINTSCALEENABLE, D3DRS_POINTSIZE, D3DRS_POINTSIZE_MAX, D3DRS_POINTSIZE_MIN, D3DRS_POINTSPRITEENABLE, D3DRS_RANGEFOGENABLE, D3DRS_SHADEMODE, D3DRS_SPECULARENABLE, D3DRS_SPECULARMATERIALSOURCE, D3DRS_TWEENFACTOR, D3DRS_VERTEXBLEND, }; static const DWORD states_pixel[] = { D3DRS_ALPHABLENDENABLE, D3DRS_ALPHAFUNC, D3DRS_ALPHAREF, D3DRS_ALPHATESTENABLE, D3DRS_BLENDOP, D3DRS_COLORWRITEENABLE, D3DRS_DESTBLEND, D3DRS_DITHERENABLE, D3DRS_FILLMODE, D3DRS_FOGDENSITY, D3DRS_FOGEND, D3DRS_FOGSTART, D3DRS_LASTPIXEL, D3DRS_SHADEMODE, D3DRS_SRCBLEND, D3DRS_STENCILENABLE, D3DRS_STENCILFAIL, D3DRS_STENCILFUNC, D3DRS_STENCILMASK, D3DRS_STENCILPASS, D3DRS_STENCILREF, D3DRS_STENCILWRITEMASK, D3DRS_STENCILZFAIL, D3DRS_TEXTUREFACTOR, D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_ZENABLE, D3DRS_ZFUNC, D3DRS_ZWRITEENABLE, }; const struct render_state_arg *rsarg = test->test_arg; unsigned int i, j; struct render_state_context *ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx)); if (!ctx) return E_FAIL; test->test_context = ctx; test->default_data = &ctx->default_data_buffer; test->initial_data = &ctx->default_data_buffer; test->test_data_in = &ctx->test_data_all_buffer; test->test_data_out_all = &ctx->test_data_all_buffer; test->test_data_out_vertex = &ctx->test_data_vertex_buffer; test->test_data_out_pixel = &ctx->test_data_pixel_buffer; render_state_default_data_init(rsarg, &ctx->default_data_buffer); render_state_test_data_init(&ctx->test_data_all_buffer); render_state_poison_data_init(&ctx->poison_data_buffer); for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { ctx->test_data_vertex_buffer.states[i] = ctx->default_data_buffer.states[i]; for (j = 0; j < ARRAY_SIZE(states_vertex); ++j) { if (render_state_indices[i] == states_vertex[j]) { ctx->test_data_vertex_buffer.states[i] = ctx->test_data_all_buffer.states[i]; break; } } ctx->test_data_pixel_buffer.states[i] = ctx->default_data_buffer.states[i]; for (j = 0; j < ARRAY_SIZE(states_pixel); ++j) { if (render_state_indices[i] == states_pixel[j]) { ctx->test_data_pixel_buffer.states[i] = ctx->test_data_all_buffer.states[i]; break; } } } return D3D_OK; } static void render_state_test_cleanup(IDirect3DDevice8 *device, struct state_test *test) { HeapFree(GetProcessHeap(), 0, test->test_context); } static void render_states_queue_test(struct state_test *test, const struct render_state_arg *test_arg) { test->init = render_state_test_init; test->cleanup = render_state_test_cleanup; test->apply_data = render_state_apply_data; test->check_data = render_state_check_data; test->test_name = "set_get_render_states"; test->test_arg = test_arg; } /* resource tests */ struct resource_test_arg { DWORD vs_version; DWORD ps_version; UINT stream_count; UINT tex_count; }; struct resource_test_data { DWORD vs; DWORD ps; IDirect3DIndexBuffer8 *ib; IDirect3DVertexBuffer8 **vb; IDirect3DTexture8 **tex; }; struct resource_test_context { struct resource_test_data default_data; struct resource_test_data test_data_all; struct resource_test_data test_data_vertex; struct resource_test_data test_data_pixel; struct resource_test_data poison_data; }; static void resource_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data) { const struct resource_test_arg *arg = test->test_arg; const struct resource_test_data *d = data; unsigned int i; HRESULT hr; hr = IDirect3DDevice8_SetVertexShader(device, d->vs); ok(SUCCEEDED(hr), "SetVertexShader (%u) returned %#x.\n", d->vs, hr); hr = IDirect3DDevice8_SetPixelShader(device, d->ps); ok(SUCCEEDED(hr), "SetPixelShader (%u) returned %#x.\n", d->ps, hr); hr = IDirect3DDevice8_SetIndices(device, d->ib, 0); ok(SUCCEEDED(hr), "SetIndices (%p) returned %#x.\n", d->ib, hr); for (i = 0; i < arg->stream_count; ++i) { hr = IDirect3DDevice8_SetStreamSource(device, i, d->vb[i], 64); ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#x.\n", i, d->vb[i], hr); } for (i = 0; i < arg->tex_count; ++i) { hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)d->tex[i]); ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#x.\n", i, d->tex[i], hr); } } static void resource_check_data(IDirect3DDevice8 *device, const struct state_test *test, const void *expected_data, unsigned int chain_stage) { const struct resource_test_context *ctx = test->test_context; const struct resource_test_data *poison = &ctx->poison_data; const struct resource_test_arg *arg = test->test_arg; const struct resource_test_data *d = expected_data; unsigned int i; HRESULT hr; void *ptr; DWORD v; v = poison->vs; hr = IDirect3DDevice8_GetVertexShader(device, &v); ok(SUCCEEDED(hr), "GetVertexShader returned %#x.\n", hr); ok(v == d->vs, "Chain stage %u, expected vertex shader %#x, received %#x.\n", chain_stage, d->vs, v); v = poison->ps; hr = IDirect3DDevice8_GetPixelShader(device, &v); ok(SUCCEEDED(hr), "GetPixelShader returned %#x.\n", hr); ok(v == d->ps, "Chain stage %u, expected pixel shader %#x, received %#x.\n", chain_stage, d->ps, v); ptr = poison->ib; hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &v); ok(SUCCEEDED(hr), "GetIndices returned %#x.\n", hr); ok(ptr == d->ib, "Chain stage %u, expected index buffer %p, received %p.\n", chain_stage, d->ib, ptr); if (SUCCEEDED(hr) && ptr) { IDirect3DIndexBuffer8_Release((IDirect3DIndexBuffer8 *)ptr); } for (i = 0; i < arg->stream_count; ++i) { ptr = poison->vb[i]; hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &v); ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#x.\n", i, hr); ok(ptr == d->vb[i], "Chain stage %u, stream %u, expected vertex buffer %p, received %p.\n", chain_stage, i, d->vb[i], ptr); if (SUCCEEDED(hr) && ptr) { IDirect3DIndexBuffer8_Release((IDirect3DVertexBuffer8 *)ptr); } } for (i = 0; i < arg->tex_count; ++i) { ptr = poison->tex[i]; hr = IDirect3DDevice8_GetTexture(device, i, (IDirect3DBaseTexture8 **)&ptr); ok(SUCCEEDED(hr), "SetTexture (%u) returned %#x.\n", i, hr); ok(ptr == d->tex[i], "Chain stage %u, texture stage %u, expected texture %p, received %p.\n", chain_stage, i, d->tex[i], ptr); if (SUCCEEDED(hr) && ptr) { IDirect3DBaseTexture8_Release((IDirect3DBaseTexture8 *)ptr); } } } static void resource_default_data_init(struct resource_test_data *data, const struct resource_test_arg *arg) { unsigned int i; data->vs = 0; data->ps = 0; data->ib = NULL; data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); for (i = 0; i < arg->stream_count; ++i) { data->vb[i] = NULL; } data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); for (i = 0; i < arg->tex_count; ++i) { data->tex[i] = NULL; } } static void resource_test_data_init(IDirect3DDevice8 *device, struct resource_test_data *data, const struct resource_test_arg *arg) { static const DWORD vs_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */ 0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */ 0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */ 0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */ 0x0000ffff, /* END */ }; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */ 0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */ 0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */ 0x0000ffff, /* END */ }; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), D3DVSD_END(), }; unsigned int i; HRESULT hr; if (arg->vs_version) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &data->vs, 0); ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#x.\n", hr); } if (arg->ps_version) { hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &data->ps); ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#x.\n", hr); } hr = IDirect3DDevice8_CreateIndexBuffer(device, 64, D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &data->ib); ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#x.\n", hr); data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); for (i = 0; i < arg->stream_count; ++i) { hr = IDirect3DDevice8_CreateVertexBuffer(device, 64, D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &data->vb[i]); ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#x.\n", i, hr); } data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); for (i = 0; i < arg->tex_count; ++i) { hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &data->tex[i]); ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#x.\n", i, hr); } } static void resource_poison_data_init(struct resource_test_data *data, const struct resource_test_arg *arg) { DWORD_PTR poison = 0xdeadbeef; unsigned int i; data->vs = poison++; data->ps = poison++; data->ib = (IDirect3DIndexBuffer8 *)poison++; data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); for (i = 0; i < arg->stream_count; ++i) { data->vb[i] = (IDirect3DVertexBuffer8 *)poison++; } data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); for (i = 0; i < arg->tex_count; ++i) { data->tex[i] = (IDirect3DTexture8 *)poison++; } } static HRESULT resource_test_init(IDirect3DDevice8 *device, struct state_test *test) { const struct resource_test_arg *arg = test->test_arg; struct resource_test_context *ctx; ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx)); if (!ctx) return E_OUTOFMEMORY; test->test_context = ctx; test->test_data_in = &ctx->test_data_all; test->test_data_out_all = &ctx->test_data_all; test->test_data_out_vertex = &ctx->test_data_vertex; test->test_data_out_pixel = &ctx->test_data_pixel; test->default_data = &ctx->default_data; test->initial_data = &ctx->default_data; resource_default_data_init(&ctx->default_data, arg); resource_test_data_init(device, &ctx->test_data_all, arg); resource_default_data_init(&ctx->test_data_vertex, arg); resource_default_data_init(&ctx->test_data_pixel, arg); resource_poison_data_init(&ctx->poison_data, arg); ctx->test_data_vertex.vs = ctx->test_data_all.vs; ctx->test_data_pixel.ps = ctx->test_data_all.ps; return D3D_OK; } static void resource_test_cleanup(IDirect3DDevice8 *device, struct state_test *test) { struct resource_test_context *ctx = test->test_context; const struct resource_test_arg *arg = test->test_arg; unsigned int i; HRESULT hr; resource_apply_data(device, test, &ctx->default_data); if (ctx->test_data_all.vs) { hr = IDirect3DDevice8_DeleteVertexShader(device, ctx->test_data_all.vs); ok(SUCCEEDED(hr), "DeleteVertexShader (%u) returned %#x.\n", ctx->test_data_all.vs, hr); } if (ctx->test_data_all.ps) { hr = IDirect3DDevice8_DeletePixelShader(device, ctx->test_data_all.ps); ok(SUCCEEDED(hr), "DeletePixelShader (%u) returned %#x.\n", ctx->test_data_all.ps, hr); } IDirect3DIndexBuffer8_Release(ctx->test_data_all.ib); for (i = 0; i < arg->stream_count; ++i) { IDirect3DVertexBuffer8_Release(ctx->test_data_all.vb[i]); } for (i = 0; i < arg->tex_count; ++i) { IDirect3DBaseTexture8_Release(ctx->test_data_all.tex[i]); } HeapFree(GetProcessHeap(), 0, ctx->default_data.vb); HeapFree(GetProcessHeap(), 0, ctx->default_data.tex); HeapFree(GetProcessHeap(), 0, ctx->test_data_all.vb); HeapFree(GetProcessHeap(), 0, ctx->test_data_all.tex); HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.vb); HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.tex); HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.vb); HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.tex); HeapFree(GetProcessHeap(), 0, ctx->poison_data.vb); HeapFree(GetProcessHeap(), 0, ctx->poison_data.tex); HeapFree(GetProcessHeap(), 0, ctx); } static void resource_test_queue(struct state_test *test, const struct resource_test_arg *test_arg) { test->init = resource_test_init; test->cleanup = resource_test_cleanup; test->apply_data = resource_apply_data; test->check_data = resource_check_data; test->test_name = "set_get_resources"; test->test_arg = test_arg; } /* =================== Main state tests function =============================== */ static void test_state_management(void) { struct shader_constant_arg pshader_constant_arg; struct shader_constant_arg vshader_constant_arg; struct resource_test_arg resource_test_arg; struct render_state_arg render_state_arg; D3DPRESENT_PARAMETERS present_parameters; struct light_arg light_arg; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; /* Test count: 2 for shader constants * 1 for lights * 1 for transforms * 1 for render states * 1 for resources */ struct state_test tests[6]; unsigned int tcount = 0; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, NULL, NULL, NULL, NULL); if (!(d3d = Direct3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create a D3D object, skipping tests.\n"); DestroyWindow(window); return; } memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.Windowed = TRUE; present_parameters.hDeviceWindow = window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; if (FAILED(IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device))) { skip("Failed to create a 3D device, skipping test.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); texture_stages = caps.MaxTextureBlendStages; /* Zero test memory */ memset(tests, 0, sizeof(tests)); if (caps.VertexShaderVersion & 0xffff) { vshader_constant_arg.idx = 0; vshader_constant_arg.pshader = FALSE; shader_constants_queue_test(&tests[tcount++], &vshader_constant_arg); } if (caps.PixelShaderVersion & 0xffff) { pshader_constant_arg.idx = 0; pshader_constant_arg.pshader = TRUE; shader_constants_queue_test(&tests[tcount++], &pshader_constant_arg); } light_arg.idx = 0; lights_queue_test(&tests[tcount++], &light_arg); transform_queue_test(&tests[tcount++]); render_state_arg.device_pparams = &present_parameters; render_state_arg.pointsize_max = caps.MaxPointSize; render_states_queue_test(&tests[tcount++], &render_state_arg); resource_test_arg.vs_version = caps.VertexShaderVersion & 0xffff; resource_test_arg.ps_version = caps.PixelShaderVersion & 0xffff; resource_test_arg.stream_count = caps.MaxStreams; resource_test_arg.tex_count = caps.MaxTextureBlendStages; resource_test_queue(&tests[tcount++], &resource_test_arg); execute_test_chain_all(device, tests, tcount); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } START_TEST(stateblock) { test_state_management(); }