Sweden-Number/dlls/d3d9/tests/visual.c

3749 lines
192 KiB
C

/*
* Copyright 2005, 2007 Henri Verbeet
* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* This test framework allows limited testing of rendering results. Things are rendered, shown on
* the framebuffer, read back from there and compared to expected colors.
*
* However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
* is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with
* all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
* causes visible results in games can be tested in a way that does not depend on pixel exactness
*/
#define COBJMACROS
#include <d3d9.h>
#include <dxerr9.h>
#include "wine/test.h"
static HMODULE d3d9_handle = 0;
static HWND create_window(void)
{
WNDCLASS wc = {0};
HWND ret;
wc.lpfnWndProc = &DefWindowProc;
wc.lpszClassName = "d3d9_test_wc";
RegisterClass(&wc);
ret = CreateWindow("d3d9_test_wc", "d3d9_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
return ret;
}
static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
{
DWORD ret;
IDirect3DSurface9 *surf;
HRESULT hr;
D3DLOCKED_RECT lockedRect;
RECT rectToLock = {x, y, x+1, y+1};
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
if(FAILED(hr) || !surf ) /* This is not a test */
{
trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr));
return 0xdeadbeef;
}
hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf);
if(FAILED(hr))
{
trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr));
ret = 0xdeadbeed;
goto out;
}
hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
if(FAILED(hr))
{
trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
ret = 0xdeadbeec;
goto out;
}
/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
* really important for these tests
*/
ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
hr = IDirect3DSurface9_UnlockRect(surf);
if(FAILED(hr))
{
trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
}
out:
if(surf) IDirect3DSurface9_Release(surf);
return ret;
}
static IDirect3DDevice9 *init_d3d9(void)
{
IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
IDirect3D9 *d3d9_ptr = 0;
IDirect3DDevice9 *device_ptr = 0;
D3DPRESENT_PARAMETERS present_parameters;
HRESULT hr;
d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
if (!d3d9_create) return NULL;
d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
if (!d3d9_ptr) return NULL;
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = FALSE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr));
return device_ptr;
}
struct vertex
{
float x, y, z;
DWORD diffuse;
};
struct tvertex
{
float x, y, z, rhw;
DWORD diffuse;
};
struct nvertex
{
float x, y, z;
float nx, ny, nz;
DWORD diffuse;
};
static void lighting_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD color;
float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
struct vertex unlitquad[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000},
{-1.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, -1.0f, 0.1f, 0xffff0000},
};
struct vertex litquad[] =
{
{-1.0f, 0.0f, 0.1f, 0xff00ff00},
{-1.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
};
struct nvertex unlitnquad[] =
{
{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
};
struct nvertex litnquad[] =
{
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
/* Setup some states that may cause issues */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, fvf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(hr == D3D_OK)
{
/* No lights are defined... That means, lit vertices should be entirely black */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, nfvf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
}
static void clear_test(IDirect3DDevice9 *device)
{
/* Tests the correctness of clearing parameters */
HRESULT hr;
D3DRECT rect[2];
D3DRECT rect_negneg;
DWORD color;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
/* Positive x, negative y */
rect[0].x1 = 0;
rect[0].y1 = 480;
rect[0].x2 = 320;
rect[0].y2 = 240;
/* Positive x, positive y */
rect[1].x1 = 0;
rect[1].y1 = 0;
rect[1].x2 = 320;
rect[1].y2 = 240;
/* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
* is ignored, the positive is still cleared afterwards
*/
hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
/* negative x, negative y */
rect_negneg.x1 = 640;
rect_negneg.x1 = 240;
rect_negneg.x2 = 320;
rect_negneg.y2 = 0;
hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 360); /* lower left quad */
ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
color = getPixelColor(device, 160, 120); /* upper left quad */
ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
color = getPixelColor(device, 480, 360); /* lower right quad */
ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
color = getPixelColor(device, 480, 120); /* upper right quad */
ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
}
typedef struct {
float in[4];
DWORD out;
} test_data_t;
/*
* c7 rounded ARGB
* -2.4 -2 0x00ffff00
* -1.6 -2 0x00ffff00
* -0.4 0 0x0000ffff
* 0.4 0 0x0000ffff
* 1.6 2 0x00ff00ff
* 2.4 2 0x00ff00ff
*/
static void test_mova(IDirect3DDevice9 *device)
{
static const DWORD mova_test[] = {
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */
0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* END */
};
static const test_data_t test_data[] = {
{{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
{{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
{{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
{{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
{{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
{{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
};
static const float quad[][3] = {
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DVertexShader9 *mova_shader = NULL;
HRESULT hr;
int i;
hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
{
DWORD color;
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DVertexShader9_Release(mova_shader);
}
struct sVertex {
float x, y, z;
DWORD diffuse;
DWORD specular;
};
struct sVertexT {
float x, y, z, rhw;
DWORD diffuse;
DWORD specular;
};
static void fog_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
float start = 0.0f, end = 1.0f;
D3DCAPS9 caps;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex unstransformed_1[] = {
{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
};
/* Ok, I am too lazy to deal with transform matrices */
struct sVertex unstransformed_2[] = {
{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
};
/* Untransformed ones. Give them a different diffuse color to make the test look
* nicer. It also makes making sure that they are drawn correctly easier.
*/
struct sVertexT transformed_1[] = {
{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
struct sVertexT transformed_2[] = {
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
/* First test: Both table fog and vertex fog off */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
/* Start = 0, end = 1. Should be default, but set them */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
/* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
sizeof(unstransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
/* That makes it use the Z value */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
/* Untransformed, vertex fog != none (or table fog != none):
* Use the Z value as input into the equation
*/
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
sizeof(unstransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
/* transformed verts */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
/* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
sizeof(transformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(hr));
/* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
* equation
*/
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
sizeof(transformed_2[0]));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr));
}
else
{
ok(FALSE, "BeginScene failed\n");
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 360);
ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
color = getPixelColor(device, 480, 360);
ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
}
else
{
/* Without fog table support the vertex fog is still applied, even though table fog is turned on.
* The settings above result in no fogging with vertex fog
*/
color = getPixelColor(device, 480, 120);
ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
trace("Info: Table fog not supported by this device\n");
}
/* 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 %s\n", DXGetErrorString9(hr));
if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
start = 512;
end = 512;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(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, unstransformed_1,
sizeof(unstransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
sizeof(unstransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
/* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
sizeof(transformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr));
}
else
{
ok(FALSE, "BeginScene failed\n");
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 360);
ok(color == 0x0000FF00, "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x0000FF00, "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);
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr));
start = 0.0;
end = 1.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog end returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(hr));
}
/* This test verifies the behaviour of cube maps wrt. texture wrapping.
* D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
* regardless of the actual addressing mode set. */
static void test_cube_wrap(IDirect3DDevice9 *device)
{
static const float quad[][6] = {
{-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
{ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const struct {
D3DTEXTUREADDRESS mode;
const char *name;
} address_modes[] = {
{D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"},
{D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"},
{D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"},
{D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"},
{D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"},
};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DCubeTexture9 *texture = NULL;
IDirect3DSurface9 *surface = NULL;
D3DLOCKED_RECT locked_rect;
HRESULT hr;
INT x, y, face;
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for (y = 0; y < 128; ++y)
{
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 64; ++x)
{
*ptr++ = 0xffff0000;
}
for (x = 64; x < 128; ++x)
{
*ptr++ = 0xff0000ff;
}
}
hr = IDirect3DSurface9_UnlockRect(surface);
ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
/* Create cube faces */
for (face = 0; face < 6; ++face)
{
IDirect3DSurface9 *face_surface = NULL;
hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(face_surface);
}
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x)
{
DWORD color;
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Due to the nature of this test, we sample essentially at the edge
* between two faces. Because of this it's undefined from which face
* the driver will sample. Furtunately that's not important for this
* test, since all we care about is that it doesn't sample from the
* other side of the surface or from the border. */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ff0000 || color == 0x000000ff,
"Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
color, address_modes[x].name);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DCubeTexture9_Release(texture);
IDirect3DSurface9_Release(surface);
}
static void offscreen_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DTexture9 *offscreenTexture = NULL;
IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
DWORD color;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %s\n", DXGetErrorString9(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 || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %s\n", DXGetErrorString9(hr));
if(!offscreenTexture) {
skip("Cannot create an offscreen render target\n");
goto out;
}
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %s\n", DXGetErrorString9(hr));
if(!backbuffer) {
goto out;
}
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %s\n", DXGetErrorString9(hr));
if(!offscreen) {
goto out;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetFVF failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
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 %s\n", DXGetErrorString9(hr));
if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
/* Draw without textures - Should resut in a white quad */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString9(hr));
/* This time with the texture */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_EndScene(device);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
out:
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
/* restore things */
if(backbuffer) {
IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
IDirect3DSurface9_Release(backbuffer);
}
if(offscreenTexture) {
IDirect3DTexture9_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface9_Release(offscreen);
}
}
/* This test tests fog in combination with shaders.
* What's tested: linear fog (vertex and table) with pixel shader
* linear table fog with non foggy vertex shader
* vertex fog with foggy vertex shader
* What's not tested: non linear fog with shader
* table fog with foggy vertex shader
*/
static void fog_with_shader_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
union {
float f;
DWORD i;
} start, end;
unsigned int i, j;
/* basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] = {
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
/* basic vertex shader with reversed fog computation ("foggy") */
static const DWORD vertex_shader_code2[] = {
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */
0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */
0x0000ffff
};
/* basic pixel shader */
static const DWORD pixel_shader_code[] = {
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */
0x0000ffff
};
static struct vertex quad[] = {
{-1.0f, -1.0f, 0.0f, 0xFFFF0000 },
{-1.0f, 1.0f, 0.0f, 0xFFFF0000 },
{ 1.0f, -1.0f, 0.0f, 0xFFFF0000 },
{ 1.0f, 1.0f, 0.0f, 0xFFFF0000 },
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DVertexShader9 *vertex_shader[3] = {NULL, NULL, NULL};
IDirect3DPixelShader9 *pixel_shader[2] = {NULL, NULL};
/* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
static const struct test_data_t {
int vshader;
int pshader;
D3DFOGMODE vfog;
D3DFOGMODE tfog;
unsigned int color[11];
} test_data[] = {
/* only pixel shader: */
{0, 1, 0, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 1, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 2, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 3, 0,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 3, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* vertex shader */
{1, 0, 0, 0,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 0, 0, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 0, 1, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 0, 2, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 0, 3, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* vertex shader and pixel shader */
{1, 1, 0, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 1, 1, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 1, 2, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 1, 3, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
#if 0 /* FIXME: these fail on GeForce 8500 */
/* foggy vertex shader */
{2, 0, 0, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, 1, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, 2, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, 3, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
#endif
/* foggy vertex shader and pixel shader */
{2, 1, 0, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, 1, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, 2, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, 3, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
};
/* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
start.f=0.9f;
end.f=0.1f;
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr);
/* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
for (i = 0; i < 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].z = 0.001f + (float)j / 10.02f;
quad[1].z = 0.001f + (float)j / 10.02f;
quad[2].z = 0.001f + (float)j / 10.02f;
quad[3].z = 0.001f + (float)j / 10.02f;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* As the red and green component are the result of blending use 5% tolerance on the expected value */
color = getPixelColor(device, 128, 240);
ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j])
&& abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13
&& abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13,
"fog ps%i vs%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]);
}
}
/* reset states */
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
IDirect3DVertexShader9_Release(vertex_shader[1]);
IDirect3DVertexShader9_Release(vertex_shader[2]);
IDirect3DPixelShader9_Release(pixel_shader[1]);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
/* test the behavior of the texbem instruction
* with normal 2D and projective 2D textures
*/
static void texbem_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
unsigned int i, x, y;
static const DWORD pixel_shader_code[] = {
0xffff0101, /* ps_1_1*/
0x00000042, 0xb00f0000, /* tex t0*/
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
0x0000ffff
};
static const float quad[][7] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
},{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
} };
/* use assymetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture[2] = {NULL, NULL};
D3DLOCKED_RECT locked_rect;
/* Generate the textures */
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
D3DPOOL_MANAGED, &texture[i], NULL);
ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for (y = 0; y < 128; ++y)
{
if(i)
{ /* Set up black texture with 2x2 texel white spot in the middle */
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 128; ++x)
{
if(y>62 && y<66 && x>62 && x<66)
*ptr++ = 0xffffffff;
else
*ptr++ = 0xff000000;
}
}
else
{ /* Set up a displacement map which points away from the center parallel to the closest axis.
* (if multiplied with bumpenvmat)
*/
WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 128; ++x)
{
if(abs(x-64)>abs(y-64))
{
if(x < 64)
*ptr++ = 0xc000;
else
*ptr++ = 0x4000;
}
else
{
if(y < 64)
*ptr++ = 0x0040;
else
*ptr++ = 0x00c0;
}
}
}
}
hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
/* Disable texture filtering */
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
}
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
for(i=0; i<2; i++)
{
if(i)
{
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
if(!i)
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
else
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
color = getPixelColor(device, 320-32, 240);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320+32, 240);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240-32);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240+32);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(pixel_shader);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
/* clean up */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_SetTexture(device, i, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DCubeTexture9_Release(texture[i]);
}
}
static void z_range_test(IDirect3DDevice9 *device)
{
const struct vertex 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},
};
const struct vertex 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},
};
const struct tvertex quad3[] =
{
{ 0, 240, 1.1f, 1.0, 0xffffff00},
{ 0, 480, 1.1f, 1.0, 0xffffff00},
{ 640, 240, -1.1f, 1.0, 0xffffff00},
{ 640, 480, -1.1f, 1.0, 0xffffff00},
};
const struct tvertex quad4[] =
{
{ 0, 240, 1.1f, 1.0, 0xff00ff00},
{ 0, 480, 1.1f, 1.0, 0xff00ff00},
{ 640, 240, -1.1f, 1.0, 0xff00ff00},
{ 640, 480, -1.1f, 1.0, 0xff00ff00},
};
HRESULT hr;
DWORD color;
IDirect3DVertexShader9 *shader;
IDirect3DVertexDeclaration9 *decl;
D3DCAPS9 caps;
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 D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
/* 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, 0.75, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(hr == D3D_OK)
{
/* Test the untransformed vertex path */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
/* Test the transformed vertex path */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\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 == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 28, 241);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Not clipped, > z buffer clear value(0.75) */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 31, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, < z buffer clear value */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 104, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
/* Clipped because z < 0.0 */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 321, 241);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Test the shader path */
IDirect3DDevice9_GetDeviceCaps(device, &caps);
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) {
skip("Vertex shaders not supported\n");
goto out;
}
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(hr == D3D_OK)
{
float colorf[] = {1.0, 0.0, 0.0, 1.0};
float colorf2[] = {0.0, 0.0, 1.0, 1.0};
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf2, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
IDirect3DVertexDeclaration9_Release(decl);
IDirect3DVertexShader9_Release(shader);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Z < 1.0 */
color = getPixelColor(device, 28, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* 1.0 < z < 0.75 */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
/* 0.75 < z < 0.0 */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
/* 0.0 < z */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
out:
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
}
static void fill_surface(IDirect3DSurface9 *surface, DWORD color)
{
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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DSurface9_LockRect(surface, &l, NULL, D3DLOCK_DISCARD);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
}
static void maxmip_test(IDirect3DDevice9 *device)
{
IDirect3DTexture9 *texture = NULL;
IDirect3DSurface9 *surface = NULL;
HRESULT hr;
DWORD color;
const float 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,
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %s\n", DXGetErrorString9(hr));
if(!texture)
{
skip("Failed to create test texture\n");
return;
}
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
fill_surface(surface, 0xffff0000);
IDirect3DSurface9_Release(surface);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface);
fill_surface(surface, 0xff00ff00);
IDirect3DSurface9_Release(surface);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface);
fill_surface(surface, 0xff0000ff);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[ 0], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[20], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[40], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* With mipmapping disabled, the max mip level is ignored, only level 0 is used */
color = getPixelColor(device, 160, 360);
ok(color == 0x00FF0000, "MapMip 0, no mipfilter has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00FF0000, "MapMip 3, no mipfilter has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00FF0000, "MapMip 2, no mipfilter has color %08x\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x00FF0000, "MapMip 1, no mipfilter has color %08x\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[ 0], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[20], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[40], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
}
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\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, "MapMip 0, point mipfilter has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x000000FF, "MapMip 3, point mipfilter has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000FF, "MapMip 2, point mipfilter has color %08x\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x0000FF00, "MapMip 1, point mipfilter has color %08x\n", color);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
IDirect3DTexture9_Release(texture);
}
static void release_buffer_test(IDirect3DDevice9 *device)
{
IDirect3DVertexBuffer9 *vb = NULL;
IDirect3DIndexBuffer9 *ib = NULL;
HRESULT hr;
BYTE *data;
long ref;
static const struct vertex quad[] = {
{-1.0, -1.0, 0.1, 0xffff0000},
{-1.0, 1.0, 0.1, 0xffff0000},
{ 1.0, 1.0, 0.1, 0xffff0000},
{-1.0, -1.0, 0.1, 0xff00ff00},
{-1.0, 1.0, 0.1, 0xff00ff00},
{ 1.0, 1.0, 0.1, 0xff00ff00}
};
short indices[] = {3, 4, 5};
/* Index and vertex buffers should always be creatable */
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE,
D3DPOOL_MANAGED, &vb, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %s\n", DXGetErrorString9(hr));
if(!vb) {
skip("Failed to create a vertex buffer\n");
return;
}
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %s\n", DXGetErrorString9(hr));
if(!ib) {
skip("Failed to create an index buffer\n");
return;
}
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %s\n", DXGetErrorString9(hr));
memcpy(data, quad, sizeof(quad));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %s\n", DXGetErrorString9(hr));
memcpy(data, indices, sizeof(indices));
hr = IDirect3DIndexBuffer9_Unlock(ib);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetIndices(device, ib);
ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DIndexBuffer8_Unlock failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
/* Now destroy the bound index buffer and draw again */
ref = IDirect3DIndexBuffer9_Release(ib);
ok(ref == 0, "Index Buffer reference count is %08ld\n", ref);
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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_SetIndices(device, NULL);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
/* Index buffer was already destroyed as part of the test */
IDirect3DVertexBuffer9_Release(vb);
}
static void float_texture_test(IDirect3DDevice9 *device)
{
IDirect3D9 *d3d = NULL;
HRESULT hr;
IDirect3DTexture9 *texture = NULL;
D3DLOCKED_RECT lr;
float *data;
DWORD color;
float quad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
1.0, -1.0, 0.1, 1.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) {
skip("D3DFMT_R32F textures not supported\n");
goto out;
}
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F,
D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %s\n", DXGetErrorString9(hr));
if(!texture) {
skip("Failed to create R32F texture\n");
goto out;
}
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %s\n", DXGetErrorString9(hr));
data = lr.pBits;
*data = 0.0;
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 240, 320);
ok(color == 0x0000FFFF, "R32F with value 0.0 has color %08x, expected 0x0000FFFF\n", color);
out:
if(texture) IDirect3DTexture9_Release(texture);
IDirect3D9_Release(d3d);
}
static void texture_transform_flags_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3D9 *d3d;
D3DFORMAT fmt = D3DFMT_X8R8G8B8;
D3DCAPS9 caps;
IDirect3DTexture9 *texture = NULL;
IDirect3DVolumeTexture9 *volume = NULL;
unsigned int x, y, z;
D3DLOCKED_RECT lr;
D3DLOCKED_BOX lb;
DWORD color;
IDirect3DVertexDeclaration9 *decl, *decl2;
float identity[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
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()
};
memset(&lr, 0, sizeof(lr));
memset(&lb, 0, sizeof(lb));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK) {
fmt = D3DFMT_A16B16G16R16;
}
IDirect3D9_Release(d3d);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, caps.MaxTextureWidth, caps.MaxTextureHeight, 1,
0, fmt, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %s\n", DXGetErrorString9(hr));
if(!texture) {
skip("Failed to create the test texture\n");
return;
}
/* 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 %s\n", DXGetErrorString9(hr));
for(y = 0; y < caps.MaxTextureHeight; y++) {
for(x = 0; x < caps.MaxTextureWidth; x++) {
double r_f = (double) y / (double) caps.MaxTextureHeight;
double g_f = (double) x / (double) caps.MaxTextureWidth;
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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 1.0,
-1.0, 0.0, 0.1, 1.0, 1.0,
0.0, -1.0, 0.1, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0,
};
float quad2[] = {
-1.0, 0.0, 0.1, 1.0, 1.0,
-1.0, 1.0, 0.1, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0,
};
float quad3[] = {
0.0, 0.0, 0.1, 0.5, 0.5,
0.0, 1.0, 0.1, 0.5, 0.5,
1.0, 0.0, 0.1, 0.5, 0.5,
1.0, 1.0, 0.1, 0.5, 0.5,
};
float quad4[] = {
320, 480, 0.1, 1.0, 0.0, 1.0,
320, 240, 0.1, 1.0, 0.0, 1.0,
640, 480, 0.1, 1.0, 0.0, 1.0,
640, 240, 0.1, 1.0, 0.0, 1.0,
};
float mat[16] = {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, 0.0, 0.0};
/* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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? */
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 ?*/
mat[8] = 1.0;
mat[13] = 1.0;
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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, (D3DMATRIX *) &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 160, 360);
ok(color == 0x00FFFF00 || color == 0x00FEFE00, "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 == 0x0000FF00 || color == 0x0000FE00, "quad 3 has color %08x, expected 0x0000FF00\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x00FF0000 || 0x00FE0000, "quad 4 has color %08x, expected 0x00FF0000\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
float quad1[] = {
-1.0, -1.0, 0.1, 0.8, 0.2,
-1.0, 0.0, 0.1, 0.8, 0.2,
0.0, -1.0, 0.1, 0.8, 0.2,
0.0, 0.0, 0.1, 0.8, 0.2,
};
float quad2[] = {
-1.0, 0.0, 0.1, 0.5, 1.0,
-1.0, 1.0, 0.1, 0.5, 1.0,
0.0, 0.0, 0.1, 0.5, 1.0,
0.0, 1.0, 0.1, 0.5, 1.0,
};
float quad3[] = {
0.0, 0.0, 0.1, 0.5, 1.0,
0.0, 1.0, 0.1, 0.5, 1.0,
1.0, 0.0, 0.1, 0.5, 1.0,
1.0, 1.0, 0.1, 0.5, 1.0,
};
float quad4[] = {
0.0, -1.0, 0.1, 0.8, 0.2,
0.0, 0.0, 0.1, 0.8, 0.2,
1.0, -1.0, 0.1, 0.8, 0.2,
1.0, 0.0, 0.1, 0.8, 0.2,
};
float mat[16] = {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};
/* What happens to the default 1 in the 3rd coordinate if it is disabled?
*/
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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);
/* What does this mean? Not sure... */
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, (D3DMATRIX *) &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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?
*/
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 %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 160, 360);
ok(color == 0x00FF0000 || color == 0x00FE0000, "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 == 0x00ff8000 || color == 0x00fe7f00, "quad 3 has color %08x, expected 0x00ff8000\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x0033cc00 || color == 0x0032cb00, "quad 4 has color %08x, expected 0x0033cc00\n", color);
IDirect3DTexture9_Release(texture);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume);
ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 1.0, 1.0,
-1.0, 0.0, 0.1, 1.0, 1.0, 1.0,
0.0, -1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0
};
float quad2[] = {
-1.0, 0.0, 0.1, 1.0, 1.0, 1.0,
-1.0, 1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0, 1.0
};
float quad3[] = {
0.0, 0.0, 0.1, 0.0, 0.0,
0.0, 1.0, 0.1, 0.0, 0.0,
1.0, 0.0, 0.1, 0.0, 0.0,
1.0, 1.0, 0.1, 0.0, 0.0
};
float quad4[] = {
0.0, -1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0,
1.0, -1.0, 0.1, 1.0, 1.0, 1.0,
1.0, 0.0, 0.1, 1.0, 1.0, 1.0
};
float mat[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0};
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %s\n", DXGetErrorString9(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, (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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 the blue color is missing, so it is an output modification
*/
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 4 */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4);
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 %s\n", DXGetErrorString9(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 */
memset(mat, 0, sizeof(mat));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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, "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, "quad 4 has color %08x, expected 0x00ffffff\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 1.0, 1.0,
-1.0, 0.0, 0.1, 1.0, 1.0, 1.0,
0.0, -1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0
};
float quad2[] = {
-1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
0.0, 0.0, 0.1,
0.0, 1.0, 0.1,
};
float quad3[] = {
0.0, 0.0, 0.1, 1.0,
0.0, 1.0, 0.1, 1.0,
1.0, 0.0, 0.1, 1.0,
1.0, 1.0, 0.1, 1.0
};
float mat[16] = {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};
float mat2[16] = {0.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0};
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %s\n", DXGetErrorString9(hr));
/* Default values? 4 coords used, 3 passed. What happens to the 4th?
*/
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4);
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, (D3DMATRIX *) identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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 */
IDirect3DVolumeTexture9_Release(volume);
out:
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr));
IDirect3DVertexDeclaration9_Release(decl);
IDirect3DVertexDeclaration9_Release(decl2);
}
static void texdepth_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader;
HRESULT hr;
const float texdepth_test_data1[] = { 0.25, 2.0, 0.0, 0.0};
const float texdepth_test_data2[] = { 0.25, 0.5, 0.0, 0.0};
const float texdepth_test_data3[] = {-1.00, 0.1, 0.0, 0.0};
const float texdepth_test_data4[] = {-0.25, -0.5, 0.0, 0.0};
const float texdepth_test_data5[] = { 1.00, -0.1, 0.0, 0.0};
const float texdepth_test_data6[] = { 1.00, 0.5, 0.0, 0.0};
const float texdepth_test_data7[] = { 0.50, 0.0, 0.0, 0.0};
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 */
};
DWORD color;
float vertex[] = {
-1.0, -1.0, 0.0,
1.0, -1.0, 1.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 1.0
};
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
/* Fill the depth buffer with a gradient */
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 1, 240);
ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 1, 240);
ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 638, 240);
ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 638, 240);
ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
/* Cleanup */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
}
static void texkill_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader;
HRESULT hr;
DWORD color;
const float vertex[] = {
/* bottom top right left */
-1.0, -1.0, 1.0, -0.1, 0.9, 0.9, -0.1,
1.0, -1.0, 0.0, 0.9, -0.1, 0.9, -0.1,
-1.0, 1.0, 1.0, -0.1, 0.9, -0.1, 0.9,
1.0, 1.0, 0.0, 0.9, -0.1, -0.1, 0.9,
};
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 */
};
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 */
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
IDirect3DPixelShader9_Release(shader);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader);
if(FAILED(hr)) {
skip("Failed to create 2.0 test shader, most likely not supported\n");
return;
}
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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);
/* Cleanup */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
}
static void x8l8v8u8_test(IDirect3DDevice9 *device)
{
IDirect3D9 *d3d9;
HRESULT hr;
IDirect3DTexture9 *texture;
IDirect3DPixelShader9 *shader;
IDirect3DPixelShader9 *shader2;
D3DLOCKED_RECT lr;
DWORD color;
DWORD shader_code[] = {
0xffff0101, /* ps_1_1 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x0000ffff /* end */
};
DWORD shader_code2[] = {
0xffff0101, /* ps_1_1 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000001, 0x800f0000, 0xb0ff0000, /* mov r0, t0.w */
0x0000ffff /* end */
};
float quad[] = {
-1.0, -1.0, 0.1, 0.5, 0.5,
1.0, -1.0, 0.1, 0.5, 0.5,
-1.0, 1.0, 0.1, 0.5, 0.5,
1.0, 1.0, 0.1, 0.5, 0.5,
};
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d9);
hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8);
IDirect3D9_Release(d3d9);
if(FAILED(hr)) {
skip("No D3DFMT_X8L8V8U8 support\n");
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed (%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed (%08x)\n", hr);
*((DWORD *) lr.pBits) = 0x11ca3141;
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code2, &shader2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 578, 430);
ok(color == 0x008262ca, "D3DFMT_X8L8V8U8 = 0x112131ca returns color %08x, expected 0x008262ca\n", color);
hr = IDirect3DDevice9_SetPixelShader(device, shader2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 578, 430);
ok(color == 0x00ffffff, "w component of D3DFMT_X8L8V8U8 = 0x11ca3141 returns color %08x\n", color);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
IDirect3DPixelShader9_Release(shader2);
IDirect3DTexture9_Release(texture);
}
static void autogen_mipmap_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3D9 *d3d;
IDirect3DTexture9 *texture = NULL;
IDirect3DSurface9 *surface;
DWORD color;
const RECT r1 = {256, 256, 512, 512};
const RECT r2 = {512, 256, 768, 512};
const RECT r3 = {256, 512, 512, 768};
const RECT r4 = {512, 512, 768, 768};
unsigned int x, y;
D3DLOCKED_RECT lr;
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK) {
skip("No autogenmipmap support\n");
IDirect3D9_Release(d3d);
return;
}
IDirect3D9_Release(d3d);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr)) {
const float quad[] = {
-0.5, -0.5, 0.1, 0.0, 0.0,
-0.5, 0.5, 0.1, 0.0, 1.0,
0.5, -0.5, 0.1, 1.0, 0.0,
0.5, 0.5, 0.1, 1.0, 1.0
};
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %s\n", DXGetErrorString9(hr));
IDirect3DTexture9_Release(texture);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
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);
}
static void test_constant_clamp_vs(IDirect3DDevice9 *device)
{
IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2;
IDirect3DVertexDeclaration9 *decl;
HRESULT hr;
DWORD color;
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 */
};
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 */
};
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 */
};
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()
};
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
};
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
};
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
};
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
};
float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0};
float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetVertexShader(device, shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
if(shader_20) {
hr = IDirect3DDevice9_SetVertexShader(device, shader_20);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
}
if(shader_20_2) {
hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 160, 360);
ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
"quad 1 has color %08x, expected 0x00bfbf80\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
"quad 2 has color %08x, expected 0x00bfbf80\n", color);
if(shader_20) {
color = getPixelColor(device, 160, 120);
ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
"quad 3 has color %08x, expected 0x00bfbf80\n", color);
}
if(shader_20_2) {
color = getPixelColor(device, 480, 120);
ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
"quad 4 has color %08x, expected 0x00bfbf80\n", color);
}
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);
}
static void constant_clamp_ps_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20;
HRESULT hr;
DWORD color;
DWORD shader_code_11[] = {
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
0x0000ffff /* end */
};
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
*/
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 */
};
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 */
};
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
};
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
};
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
};
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
};
float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0};
float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
if(shader_20) {
hr = IDirect3DDevice9_SetPixelShader(device, shader_20);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 160, 360);
ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100,
"quad 1 has color %08x, expected 0x00808000\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100,
"quad 2 has color %08x, expected 0x00808000\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100,
"quad 3 has color %08x, expected 0x00808000\n", color);
if(shader_20) {
color = getPixelColor(device, 160, 120);
ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
"quad 4 has color %08x, expected 0x00bfbf80\n", color);
}
if(shader_20) IDirect3DPixelShader9_Release(shader_20);
IDirect3DPixelShader9_Release(shader_14);
IDirect3DPixelShader9_Release(shader_12);
IDirect3DPixelShader9_Release(shader_11);
}
static void cnd_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
HRESULT hr;
DWORD color;
/* 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 c0.a. Essentially it
* does a mov r0.a, r0.r, which isn't allowed as-is in 1.x pixel shaders.
*/
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 */
};
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 */
};
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 */
};
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. It isn't always allowed,
* only if there's a mov r0.a, XXXX, and the cnd instruction writes to r0.xyz, otherwise
* native CreatePixelShader returns an error.
*
* 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 substracted, 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).
*/
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 */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
0x0000ffff /* end */
};
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 */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
0x0000ffff /* end */
};
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 */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
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
*/
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, t0 */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0, c1, c2 */
0x0000ffff /* end */
};
float quad1[] = {
-1.0, -1.0, 0.1, 0.0, 0.0, 1.0,
0.0, -1.0, 0.1, 1.0, 0.0, 1.0,
-1.0, 0.0, 0.1, 0.0, 1.0, 0.0,
0.0, 0.0, 0.1, 1.0, 1.0, 0.0
};
float quad2[] = {
0.0, -1.0, 0.1, 0.0, 0.0, 1.0,
1.0, -1.0, 0.1, 1.0, 0.0, 1.0,
0.0, 0.0, 0.1, 0.0, 1.0, 0.0,
1.0, 0.0, 0.1, 1.0, 1.0, 0.0
};
float quad3[] = {
0.0, 0.0, 0.1, 0.0, 0.0, 1.0,
1.0, 0.0, 0.1, 1.0, 0.0, 1.0,
0.0, 1.0, 0.1, 0.0, 1.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0, 0.0
};
float quad4[] = {
-1.0, 0.0, 0.1, 0.0, 0.0, 1.0,
0.0, 0.0, 0.1, 1.0, 0.0, 1.0,
-1.0, 1.0, 0.1, 0.0, 1.0, 0.0,
0.0, 1.0, 0.1, 1.0, 1.0, 0.0
};
float test_data_c1[4] = { 0.0, 0.0, 0.0, 0.0};
float test_data_c2[4] = { 1.0, 1.0, 1.0, 1.0};
float test_data_c1_coi[4] = { 0.0, 1.0, 0.0, 0.0};
float test_data_c2_coi[4] = { 1.0, 0.0, 1.0, 1.0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_13);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(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(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(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 returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(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 == 0x00000000, "pixel 162, 358 has color %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 == 0x00000000, "pixel 162, 362 has color %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 == 0x00000000, "pixel 482, 358 has color %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 == 0x00000000, "pixel 482, 362 has color %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 == 0x00000000, "pixel 482, 118 has color %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 == 0x00000000, "pixel 482, 122 has color %08x, expected 0x00000000\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(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_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(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 returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(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 */
color = getPixelColor(device, 158, 358);
ok(color == 0x0000ff00, "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 162, 358);
ok(color == 0x0000ff00, "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 158, 362);
ok(color == 0x0000ff00, "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 162, 362);
ok(color == 0x0000ff00, "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color);
/* 1.2 shader */
color = getPixelColor(device, 478, 358);
ok(color == 0x0000ff00, "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 358);
ok(color == 0x0000ff00, "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x0000ff00, "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 362);
ok(color == 0x0000ff00, "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color);
/* 1.3 shader */
color = getPixelColor(device, 478, 118);
ok(color == 0x0000ff00, "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 118);
ok(color == 0x0000ff00, "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 478, 122);
ok(color == 0x0000ff00, "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 122);
ok(color == 0x0000ff00, "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color);
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);
}
static void nested_loop_test(IDirect3DDevice9 *device) {
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 */
};
IDirect3DPixelShader9 *shader;
HRESULT hr;
DWORD color;
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1
};
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x0000ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
color = getPixelColor(device, 360, 240);
ok(color == 0x007f0000 || color == 0x00800000 || color == 0x00810000,
"Nested loop test returned color 0x%08x, expected 0x00800000\n", color);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %s\n", DXGetErrorString9(hr));
IDirect3DPixelShader9_Release(shader);
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
D3DCAPS9 caps;
HRESULT hr;
DWORD color;
d3d9_handle = LoadLibraryA("d3d9.dll");
if (!d3d9_handle)
{
skip("Could not load d3d9.dll\n");
return;
}
device_ptr = init_d3d9();
if (!device_ptr)
{
skip("Creating the device failed\n");
return;
}
IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
/* Check for the reliability of the returned data */
hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
if(FAILED(hr))
{
trace("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
color = getPixelColor(device_ptr, 1, 1);
if(color !=0x00ff0000)
{
trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
if(FAILED(hr))
{
trace("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
color = getPixelColor(device_ptr, 639, 479);
if(color != 0x0000ddee)
{
trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
/* Now execute the real tests */
lighting_test(device_ptr);
clear_test(device_ptr);
fog_test(device_ptr);
if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
{
test_cube_wrap(device_ptr);
} else {
skip("No cube texture support\n");
}
z_range_test(device_ptr);
if(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)
{
maxmip_test(device_ptr);
}
else
{
skip("No mipmap support\n");
}
offscreen_test(device_ptr);
release_buffer_test(device_ptr);
float_texture_test(device_ptr);
texture_transform_flags_test(device_ptr);
autogen_mipmap_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
test_constant_clamp_vs(device_ptr);
}
else skip("No vs_1_1 support\n");
if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
{
test_mova(device_ptr);
}
else skip("No vs_2_0 support\n");
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
fog_with_shader_test(device_ptr);
}
else skip("No vs_1_1 and ps_1_1 support\n");
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
texbem_test(device_ptr);
texdepth_test(device_ptr);
texkill_test(device_ptr);
x8l8v8u8_test(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
constant_clamp_ps_test(device_ptr);
cnd_test(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) {
nested_loop_test(device_ptr);
} else {
skip("No ps_3_0 support\n");
}
}
}
else skip("No ps_1_1 support\n");
cleanup:
if(device_ptr) IDirect3DDevice9_Release(device_ptr);
}