Sweden-Number/dlls/d3d8/tests/visual.c

6029 lines
282 KiB
C

/*
* Copyright (C) 2005 Henri Verbeet
* Copyright (C) 2007, 2009, 2011-2013 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
*/
/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
#define COBJMACROS
#include <d3d8.h>
#include "wine/test.h"
struct vec2
{
float x, y;
};
struct vec3
{
float x, y, z;
};
struct vec4
{
float x, y, z, w;
};
static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
{
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
return TRUE;
}
static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y)
{
DWORD ret;
IDirect3DTexture8 *tex = NULL;
IDirect3DSurface8 *surf = NULL, *backbuf = NULL;
HRESULT hr;
D3DLOCKED_RECT lockedRect;
RECT rectToLock = {x, y, x+1, y+1};
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex);
if(FAILED(hr) || !tex ) /* This is not a test */
{
trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr);
return 0xdeadbeef;
}
hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf);
if (FAILED(hr)) /* This is not a test */
{
trace("Can't get surface from texture, hr=%#08x\n", hr);
ret = 0xdeadbeee;
goto out;
}
hr = IDirect3DDevice8_GetRenderTarget(device, &backbuf);
if(FAILED(hr))
{
trace("Can't get the render target, hr=%#08x\n", hr);
ret = 0xdeadbeed;
goto out;
}
hr = IDirect3DDevice8_CopyRects(device, backbuf, NULL, 0, surf, NULL);
if(FAILED(hr))
{
trace("Can't read the render target, hr=%#08x\n", hr);
ret = 0xdeadbeec;
goto out;
}
hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
if(FAILED(hr))
{
trace("Can't lock the offscreen surface, hr=%#08x\n", hr);
ret = 0xdeadbeeb;
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 = IDirect3DSurface8_UnlockRect(surf);
if(FAILED(hr))
{
trace("Can't unlock the offscreen surface, hr=%#08x\n", hr);
}
out:
if(backbuf) IDirect3DSurface8_Release(backbuf);
if(surf) IDirect3DSurface8_Release(surf);
if(tex) IDirect3DTexture8_Release(tex);
return ret;
}
static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND focus_window, BOOL windowed)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DDevice8 *device;
present_parameters.Windowed = windowed;
present_parameters.hDeviceWindow = device_window;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
if (SUCCEEDED(IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device)))
return device;
return NULL;
}
static void test_sanity(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 639, 479);
ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void lighting_test(void)
{
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
unlitquad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffff0000},
{{-1.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, -1.0f, 0.1f}, 0xffff0000},
},
litquad[] =
{
{{-1.0f, 0.0f, 0.1f}, 0xff00ff00},
{{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
};
static const struct
{
struct vec3 position;
struct vec3 normal;
DWORD diffuse;
}
unlitnquad[] =
{
{{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
},
litnquad[] =
{
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{0.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
};
static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
/* Setup some states that may cause issues */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, fvf);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* No lights are defined... That means, lit vertices should be entirely black. */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */
ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */
ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 480, 360); /* Lower right quad - unlit with normals */
ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */
ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void clear_test(void)
{
/* Tests the correctness of clearing parameters */
D3DRECT rect_negneg, rect[2];
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
/* Positive x, negative y */
rect[0].x1 = 0;
rect[0].y1 = 480;
rect[0].x2 = 320;
rect[0].y2 = 240;
/* Positive x, positive y */
rect[1].x1 = 0;
rect[1].y1 = 0;
rect[1].x2 = 320;
rect[1].y2 = 240;
/* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
* is ignored, the positive is still cleared afterwards
*/
hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
/* negative x, negative y */
rect_negneg.x1 = 640;
rect_negneg.y1 = 240;
rect_negneg.x2 = 320;
rect_negneg.y2 = 0;
hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
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);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr);
rect[0].x1 = 0;
rect[0].y1 = 0;
rect[0].x2 = 640;
rect[0].y2 = 480;
hr = IDirect3DDevice8_Clear(device, 0, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1),
"Clear with count = 0, rect != NULL has color %#08x\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Clear with count = 1, rect = NULL has color %#08x\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void fog_test(void)
{
float start = 0.0f, end = 1.0f;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
/* Gets full z based fog with linear fog, no fog with specular color. */
static const struct
{
float x, y, z;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
untransformed_1[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
},
/* Ok, I am too lazy to deal with transform matrices. */
untransformed_2[] =
{
{-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
},
far_quad1[] =
{
{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
},
far_quad2[] =
{
{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
};
/* Untransformed ones. Give them a different diffuse color to make the
* test look nicer. It also makes making sure that they are drawn
* correctly easier. */
static const struct
{
float x, y, z, rhw;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
transformed_1[] =
{
{320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
},
transformed_2[] =
{
{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
};
static const D3DMATRIX ident_mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const D3DMATRIX world_mat1 =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -0.5f, 1.0f,
}}};
static const D3DMATRIX world_mat2 =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f,
}}};
static const D3DMATRIX proj_mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f,
}}};
static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
/* First test: Both table fog and vertex fog off */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr);
/* Start = 0, end = 1. Should be default, but set them */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
/* Untransformed, vertex fog = NONE, table fog = NONE:
* Read the fog weighting from the specular color. */
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* This makes it use the Z value. */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Untransformed, vertex fog != none (or table fog != none):
* Use the Z value as input into the equation. */
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Transformed vertices. */
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
/* Transformed, vertex fog != NONE, pixel fog == NONE:
* Use specular color alpha component. */
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Transformed, table fog != none, vertex anything:
* Use Z value as input to the fog equation. */
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0x00, 0x00), 1),
"Untransformed vertex with no table or vertex fog has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1),
"Untransformed vertex with linear vertex fog has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0xFF, 0x00), 1),
"Transformed vertex with linear vertex fog has color %08x\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1),
"Transformed vertex with linear table fog has color %08x\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
/* A simple fog + non-identity world matrix test */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Fogged out quad has color %08x\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
/* Test fog behavior with an orthogonal (but not identity) projection matrix */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear returned %#08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Fogged out quad has color %08x\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
}
else
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
/* This tests fog in combination with shaders.
* What's tested: linear fog (vertex and table) with pixel shader
* linear table fog with non foggy vertex shader
* vertex fog with foggy vertex shader, non-linear
* fog with shader, non-linear fog with foggy shader,
* linear table fog with foggy shader */
static void fog_with_shader_test(void)
{
/* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */
DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0};
DWORD pixel_shader[2] = {0, 0};
IDirect3DDevice8 *device;
unsigned int i, j;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
union
{
float f;
DWORD i;
} start, end;
/* Basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
{
0xfffe0100, /* vs.1.0 */
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[] =
{
0xfffe0100, /* vs.1.0 */
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, v0 */
0x0000ffff
};
static struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000},
{{ 1.0f, -1.0f, 0.0f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.0f}, 0xffff0000},
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */
D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */
D3DVSD_END()
};
static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f};
/* 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;
BOOL uninitialized_reg;
unsigned int color[11];
}
test_data[] =
{
/* Only pixel shader */
{0, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* Vertex shader */
{1, 0, D3DFOG_NONE, D3DFOG_NONE, TRUE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_EXP, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* Vertex shader and pixel shader */
/* The next 4 tests would read the fog coord output, but it isn't available.
* The result is a fully fogged quad, no matter what the Z coord is. */
{1, 1, D3DFOG_NONE, D3DFOG_NONE, TRUE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_LINEAR, D3DFOG_NONE, TRUE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP, D3DFOG_NONE, TRUE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP2, D3DFOG_NONE, TRUE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
/* These use the Z coordinate with linear table fog */
{1, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* Non-linear table fog without fog coord */
{1, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE,
{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
{1, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE,
{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
/* These tests fail on older Nvidia drivers */
/* Foggy vertex shader */
{2, 0, D3DFOG_NONE, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_EXP, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_EXP2, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_LINEAR, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* Foggy vertex shader and pixel shader. First 4 tests with vertex fog,
* all using the fixed fog-coord linear fog */
{2, 1, D3DFOG_NONE, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_EXP, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_EXP2, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* These use table fog. Here the shader-provided fog coordinate is
* ignored and the z coordinate used instead */
{2, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE,
{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
{2, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE,
{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
{2, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No vs_1_1 / ps_1_1 support, skipping tests.\n");
IDirect3DDevice8_Release(device);
goto done;
}
/* NOTE: changing these values will not affect the tests with foggy vertex
* shader, as the values are hardcoded in the shader constant. */
start.f = 0.1f;
end.f = 0.9f;
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
/* Set shader constant value */
hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[2]);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_constant, 1);
ok(hr == D3D_OK, "Setting vertex shader constant failed (%08x)\n", hr);
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i);
ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[test_data[i].pshader]);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr);
for(j = 0; j < 11; ++j)
{
/* Don't use the whole zrange to prevent rounding errors */
quad[0].position.z = 0.001f + j / 10.02f;
quad[1].position.z = 0.001f + j / 10.02f;
quad[2].position.z = 0.001f + j / 10.02f;
quad[3].position.z = 0.001f + j / 10.02f;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
/* As the red and green component are the result of blending use 5% tolerance on the expected value */
color = getPixelColor(device, 128, 240);
ok(color_match(color, test_data[i].color[j], 13) || broken(test_data[i].uninitialized_reg),
"fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n",
test_data[i].vshader, test_data[i].pshader,
test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]);
}
}
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]);
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]);
IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void cnd_test(void)
{
DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2;
DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue;
DWORD shader_11, shader_12, shader_13, shader_14;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
DWORD color;
HWND window;
HRESULT hr;
/* ps 1.x shaders are rather picky with writemasks and source swizzles.
* The dp3 is used to copy r0.r to all components of r1, then copy r1.a to
* r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is
* in 1.x pixel shaders. */
static const DWORD shader_code_11[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_12[] =
{
0xffff0102, /* ps_1_2 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_13[] =
{
0xffff0103, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3, r1, r0, c0 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_14[] =
{
0xffff0104, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0, c1, c2 */
0x0000ffff /* end */
};
/* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source,
* as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't
* set by the compiler, it was added manually after compilation. Note that the COISSUE
* flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't
* have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops
* well enough.
*
* The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky.
* The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since
* constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r,
* then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above).
*/
static const DWORD shader_code_11_coissue[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
0x0000ffff /* end */
};
static const DWORD shader_code_11_coissue_2[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
0x0000ffff /* end */
};
static const DWORD shader_code_12_coissue[] =
{
0xffff0102, /* ps_1_2 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
0x0000ffff /* end */
};
static const DWORD shader_code_12_coissue_2[] =
{
0xffff0102, /* ps_1_2 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
0x0000ffff /* end */
};
static const DWORD shader_code_13_coissue[] =
{
0xffff0103, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
0x0000ffff /* end */
};
static const DWORD shader_code_13_coissue_2[] =
{
0xffff0103, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
0x0000ffff /* end */
};
/* ps_1_4 does not have a different cnd behavior, just pass the [0;1]
* texcrd result to cnd, it will compare against 0.5. */
static const DWORD shader_code_14_coissue[] =
{
0xffff0104, /* ps_1_4 */
0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_14_coissue_2[] =
{
0xffff0104, /* ps_1_4 */
0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */
0x00000001, 0x80080000, 0x80000000, /* mov r0.a, r0.x */
0x00000001, 0x80070001, 0xa0ff0000, /* mov r1.xyz, c0.a */
0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r1.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
0x0000ffff /* end */
};
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float quad2[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float quad4[] =
{
-1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f};
static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
{
skip("No ps_1_4 support, skipping tests.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12, &shader_12);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13, &shader_13);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14, &shader_14);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1, 1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2, 1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_11);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_12);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_13);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_14);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
/* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */
color = getPixelColor(device, 158, 118);
ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color);
/* 1.1 shader. All 3 components get set, based on the .w comparison */
color = getPixelColor(device, 158, 358);
ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 358);
ok(color_match(color, 0x00000000, 1),
"pixel 162, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 158, 362);
ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 362);
ok(color_match(color, 0x00000000, 1),
"pixel 162, 362 has color %08x, expected 0x00000000\n", color);
/* 1.2 shader */
color = getPixelColor(device, 478, 358);
ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 358);
ok(color_match(color, 0x00000000, 1),
"pixel 482, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 362);
ok(color_match(color, 0x00000000, 1),
"pixel 482, 362 has color %08x, expected 0x00000000\n", color);
/* 1.3 shader */
color = getPixelColor(device, 478, 118);
ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 118);
ok(color_match(color, 0x00000000, 1),
"pixel 482, 118 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 478, 122);
ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 122);
ok(color_match(color, 0x00000000, 1),
"pixel 482, 122 has color %08x, expected 0x00000000\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1_coi, 1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2_coi, 1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
/* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind
* that we swapped the values in c1 and c2 to make the other tests return some color
*/
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color);
/* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected
* (The Win7 nvidia driver always selects c2)
*/
color = getPixelColor(device, 158, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 158, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 162, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 162, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 158, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 158, 362 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 162, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 162, 362 has color %08x, expected 0x0000ff00\n", color);
/* 1.2 shader */
color = getPixelColor(device, 478, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 478, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 362 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 362 has color %08x, expected 0x0000ff00\n", color);
/* 1.3 shader */
color = getPixelColor(device, 478, 118);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 118 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 118);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 118 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 478, 122);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 122 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 122);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 122 has color %08x, expected 0x0000ff00\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr);
/* Retest with the coissue flag on the alpha instruction instead. This
* works "as expected". The Windows 8 testbot (WARP) seems to handle this
* the same as coissue on .rgb. */
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
/* 1.4 shader */
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color);
/* 1.1 shader */
color = getPixelColor(device, 238, 358);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 238, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 242, 358);
ok(color_match(color, 0x00000000, 1),
"pixel 242, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 238, 362);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 238, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 242, 362);
ok(color_match(color, 0x00000000, 1),
"pixel 242, 362 has color %08x, expected 0x00000000\n", color);
/* 1.2 shader */
color = getPixelColor(device, 558, 358);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 358);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 558, 362);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 362);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 362 has color %08x, expected 0x00000000\n", color);
/* 1.3 shader */
color = getPixelColor(device, 558, 118);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 118);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 118 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 558, 122);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 122);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 122 has color %08x, expected 0x00000000\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr);
IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue_2);
IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue_2);
IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue_2);
IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue_2);
IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue);
IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue);
IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue);
IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue);
IDirect3DDevice8_DeletePixelShader(device, shader_14);
IDirect3DDevice8_DeletePixelShader(device, shader_13);
IDirect3DDevice8_DeletePixelShader(device, shader_12);
IDirect3DDevice8_DeletePixelShader(device, shader_11);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void z_range_test(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
DWORD shader;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, 0.0f, 1.1f}, 0xffff0000},
{{-1.0f, 1.0f, 1.1f}, 0xffff0000},
{{ 1.0f, 0.0f, -1.1f}, 0xffff0000},
{{ 1.0f, 1.0f, -1.1f}, 0xffff0000},
},
quad2[] =
{
{{-1.0f, 0.0f, 1.1f}, 0xff0000ff},
{{-1.0f, 1.0f, 1.1f}, 0xff0000ff},
{{ 1.0f, 0.0f, -1.1f}, 0xff0000ff},
{{ 1.0f, 1.0f, -1.1f}, 0xff0000ff},
};
static const struct
{
struct vec4 position;
DWORD diffuse;
}
quad3[] =
{
{{640.0f, 240.0f, -1.1f, 1.0f}, 0xffffff00},
{{640.0f, 480.0f, -1.1f, 1.0f}, 0xffffff00},
{{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xffffff00},
{{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xffffff00},
},
quad4[] =
{
{{640.0f, 240.0f, -1.1f, 1.0f}, 0xff00ff00},
{{640.0f, 480.0f, -1.1f, 1.0f}, 0xff00ff00},
{{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xff00ff00},
{{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xff00ff00},
};
static const DWORD shader_code[] =
{
0xfffe0101, /* vs_1_1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */
0x0000ffff /* end */
};
static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f};
static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f};
static const DWORD vertex_declaration[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_END()
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
* then call Present. Then clear the color buffer to make sure it has some defined content
* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
* by the depth value. */
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* Test the untransformed vertex path */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Test the transformed vertex path */
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Do not test the exact corner pixels, but go pretty close to them */
/* Clipped because z > 1.0 */
color = getPixelColor(device, 28, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 28, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
else
ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, > z buffer clear value(0.75).
*
* On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth
* values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is
* equal to a stored depth buffer value of 0.5. */
color = getPixelColor(device, 31, 238);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 31, 241);
ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
color = getPixelColor(device, 100, 238);
ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
"Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 241);
ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)),
"Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, < z buffer clear value */
color = getPixelColor(device, 104, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 104, 241);
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
color = getPixelColor(device, 318, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 241);
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
/* Clipped because z < 0.0 */
color = getPixelColor(device, 321, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 321, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
else
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Test the shader path */
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("Vertex shaders not supported\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1);
ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1);
ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, 0);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, shader);
ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr);
/* Z < 1.0 */
color = getPixelColor(device, 28, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* 1.0 < z < 0.75 */
color = getPixelColor(device, 31, 238);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 238);
ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
"Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
/* 0.75 < z < 0.0 */
color = getPixelColor(device, 104, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
/* 0.0 < z */
color = getPixelColor(device, 321, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_scalar_instructions(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
unsigned int i;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
DWORD shader;
HWND window;
HRESULT hr;
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* dcl_position v0 */
D3DVSD_CONST(0, 1), 0x3e800000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.25, 0.5, 1.0, 2.0 */
D3DVSD_END()
};
static const DWORD rcp_test[] =
{
0xfffe0101, /* vs_1_1 */
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
0x00303030, /* enough to make Windows happy. */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
0x0000ffff /* END */
};
static const DWORD rsq_test[] =
{
0xfffe0101, /* vs_1_1 */
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
0x00303030, /* enough to make Windows happy. */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
0x0000ffff /* END */
};
static const DWORD exp_test[] =
{
0xfffe0101, /* vs_1_1 */
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
0x00303030, /* enough to make Windows happy. */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000000e, 0x800f0000, 0xa0e40000, /* exp r0, c0 */
0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */
0x0000ffff, /* END */
};
static const DWORD expp_test[] =
{
0xfffe0101, /* vs_1_1 */
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
0x00303030, /* enough to make Windows happy. */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000004e, 0x800f0000, 0xa0e40000, /* expp r0, c0 */
0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */
0x0000ffff, /* END */
};
static const DWORD log_test[] =
{
0xfffe0101, /* vs_1_1 */
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
0x00303030, /* enough to make Windows happy. */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000000f, 0xd00f0000, 0xa0e40000, /* log oD0, c0 */
0x0000ffff, /* END */
};
static const DWORD logp_test[] =
{
0xfffe0101, /* vs_1_1 */
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually d3dx8's */
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
0x00303030, /* enough to make Windows happy. */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000004f, 0xd00f0000, 0xa0e40000, /* logp oD0, c0 */
0x0000ffff, /* END */
};
static const struct
{
const char *name;
const DWORD *byte_code;
D3DCOLOR color;
/* Some drivers, including Intel HD4000 10.18.10.3345 and VMware SVGA
* 3D 7.14.1.5025, use the .x component instead of the .w one. */
D3DCOLOR broken_color;
}
test_data[] =
{
{"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
{"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
{"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xd6, 0xd6, 0xd6)},
{"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
{"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
{"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("No vs_1_1 support, skipping tests.\n");
IDirect3DDevice8_Release(device);
goto done;
}
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
{
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0);
ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#x.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, test_data[i].byte_code, &shader, 0);
ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#x.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#x.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#x.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, test_data[i].color, 4) || broken(color_match(color, test_data[i].broken_color, 4)),
"%s: Got unexpected color 0x%08x, expected 0x%08x.\n",
test_data[i].name, color, test_data[i].color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_SetVertexShader(device, 0);
ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, shader);
ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#x.\n", test_data[i].name, hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void offscreen_test(void)
{
IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil;
IDirect3DTexture8 *offscreenTexture;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const float quad[][5] =
{
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
if (!offscreenTexture)
{
trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
if (!offscreenTexture)
{
skip("Cannot create an offscreen render target.\n");
IDirect3DDevice8_Release(device);
goto done;
}
}
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
/* Draw without textures - Should result in a white quad. */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)offscreenTexture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
/* This time with the texture .*/
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
IDirect3DSurface8_Release(backbuffer);
IDirect3DTexture8_Release(offscreenTexture);
IDirect3DSurface8_Release(offscreen);
IDirect3DSurface8_Release(depthstencil);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_blend(void)
{
IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil;
IDirect3DTexture8 *offscreenTexture;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
{{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
{{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
{{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
},
quad2[] =
{
{{-1.0f, 0.0f, 0.1f}, 0xc00000ff},
{{-1.0f, 1.0f, 0.1f}, 0xc00000ff},
{{ 1.0f, 0.0f, 0.1f}, 0xc00000ff},
{{ 1.0f, 1.0f, 0.1f}, 0xc00000ff},
};
static const float composite_quad[][5] =
{
{ 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
{ 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
/* Clear the render target with alpha = 0.5 */
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* Draw two quads, one with src alpha blending, one with dest alpha blending. */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Switch to the offscreen buffer, and redo the testing. The offscreen
* render target doesn't have an alpha channel. DESTALPHA and INVDESTALPHA
* "don't work" on render targets without alpha channel, they give
* essentially ZERO and ONE blend factors. */
hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
/* Render the offscreen texture onto the frame buffer to be able to
* compare it regularly. Disable alpha blending for the final
* composition. */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
"SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
"DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
"SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
"DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
IDirect3DSurface8_Release(backbuffer);
IDirect3DTexture8_Release(offscreenTexture);
IDirect3DSurface8_Release(offscreen);
IDirect3DSurface8_Release(depthstencil);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void p8_texture_test(void)
{
IDirect3DTexture8 *texture, *texture2;
IDirect3DDevice8 *device;
PALETTEENTRY table[256];
unsigned char *data;
D3DLOCKED_RECT lr;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
UINT i;
static const float quad[] =
{
-1.0f, 0.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
static const float quad2[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f,
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK)
{
skip("D3DFMT_P8 textures not supported.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture2);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
data = lr.pBits;
*data = 1;
hr = IDirect3DTexture8_UnlockRect(texture2, 0);
ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
data = lr.pBits;
*data = 1;
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
/* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
alpha of every entry is set to 1.0, which MS says is required when there's no
D3DPTEXTURECAPS_ALPHAPALETTE capability */
for (i = 0; i < 256; i++) {
table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
table[i].peFlags = 0xff;
}
table[1].peRed = 0xff;
hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
table[1].peRed = 0;
table[1].peBlue = 0xff;
hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 32, 32);
ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 32, 320);
ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 32, 32);
ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
/* Test palettes with alpha */
IDirect3DDevice8_GetDeviceCaps(device, &caps);
if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) {
skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
} else {
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
for (i = 0; i < 256; i++) {
table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
table[i].peFlags = 0xff;
}
table[1].peRed = 0xff;
table[1].peFlags = 0x80;
hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
table[1].peRed = 0;
table[1].peBlue = 0xff;
table[1].peFlags = 0x80;
hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 32, 32);
ok(color_match(color, 0x00800000, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 32, 320);
ok(color_match(color, 0x00000080, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
}
IDirect3DTexture8_Release(texture);
IDirect3DTexture8_Release(texture2);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void texop_test(void)
{
IDirect3DTexture8 *texture;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
unsigned int i;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
static const struct {
float x, y, z;
D3DCOLOR diffuse;
float s, t;
} quad[] = {
{-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f},
{-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f},
{ 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f},
{ 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f}
};
static const struct {
D3DTEXTUREOP op;
const char *name;
DWORD caps_flag;
D3DCOLOR result;
} test_data[] = {
{D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
{D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
{D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
{D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
{D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
{D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
{D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
{D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
{D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
{D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
{D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
{D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
{D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
{D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
{D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
{D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
{D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
{D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
{D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
/* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
{D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
{D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
{D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0);
ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
*((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
{
if (!(caps.TextureOpCaps & test_data[i].caps_flag))
{
skip("tex operation %s not supported\n", test_data[i].name);
continue;
}
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
test_data[i].name, color, test_data[i].result);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
}
IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
/* This test tests depth clamping / clipping behaviour:
* - With software vertex processing, depth values are clamped to the
* minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
* when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
* same as regular vertices here.
* - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
* Normal vertices are always clipped. Pretransformed vertices are
* clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
* - The viewport's MinZ/MaxZ is irrelevant for this.
*/
static void depth_clamp_test(void)
{
IDirect3DDevice8 *device;
D3DVIEWPORT8 vp;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
static const struct
{
struct vec4 position;
DWORD diffuse;
}
quad1[] =
{
{{ 0.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f},
{{640.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f},
{{ 0.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f},
{{640.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f},
},
quad2[] =
{
{{ 0.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
{{640.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
{{ 0.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
{{640.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
},
quad3[] =
{
{{112.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff},
{{208.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff},
{{112.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff},
{{208.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff},
},
quad4[] =
{
{{ 42.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff},
{{112.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff},
{{ 42.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
{{112.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad5[] =
{
{{-0.5f, 0.5f, 10.0f}, 0xff14f914},
{{ 0.5f, 0.5f, 10.0f}, 0xff14f914},
{{-0.5f, -0.5f, 10.0f}, 0xff14f914},
{{ 0.5f, -0.5f, 10.0f}, 0xff14f914},
},
quad6[] =
{
{{-1.0f, 0.5f, 10.0f}, 0xfff91414},
{{ 1.0f, 0.5f, 10.0f}, 0xfff91414},
{{-1.0f, 0.25f, 10.0f}, 0xfff91414},
{{ 1.0f, 0.25f, 10.0f}, 0xfff91414},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 7.5;
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
{
color = getPixelColor(device, 75, 75);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
}
else
{
color = getPixelColor(device, 75, 75);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void depth_buffer_test(void)
{
IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
IDirect3DSurface8 *depth_stencil;
IDirect3DDevice8 *device;
unsigned int i, j;
D3DVIEWPORT8 vp;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, 1.0f, 0.33f}, 0xff00ff00},
{{ 1.0f, 1.0f, 0.33f}, 0xff00ff00},
{{-1.0f, -1.0f, 0.33f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.33f}, 0xff00ff00},
},
quad2[] =
{
{{-1.0f, 1.0f, 0.50f}, 0xffff00ff},
{{ 1.0f, 1.0f, 0.50f}, 0xffff00ff},
{{-1.0f, -1.0f, 0.50f}, 0xffff00ff},
{{ 1.0f, -1.0f, 0.50f}, 0xffff00ff},
},
quad3[] =
{
{{-1.0f, 1.0f, 0.66f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.66f}, 0xffff0000},
{{-1.0f, -1.0f, 0.66f}, 0xffff0000},
{{ 1.0f, -1.0f, 0.66f}, 0xffff0000},
};
static const DWORD expected_colors[4][4] =
{
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
{0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt1);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt2);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt3);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
unsigned int x = 80 * ((2 * j) + 1);
unsigned int y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, expected_colors[i][j], 0),
"Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface8_Release(depth_stencil);
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(rt3);
IDirect3DSurface8_Release(rt2);
IDirect3DSurface8_Release(rt1);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
/* Test that partial depth copies work the way they're supposed to. The clear
* on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
* the following draw should only copy back the part that was modified. */
static void depth_buffer2_test(void)
{
IDirect3DSurface8 *backbuffer, *rt1, *rt2;
IDirect3DSurface8 *depth_stencil;
IDirect3DDevice8 *device;
unsigned int i, j;
D3DVIEWPORT8 vp;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, 1.0f, 0.66f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.66f}, 0xffff0000},
{{-1.0f, -1.0f, 0.66f}, 0xffff0000},
{{ 1.0f, -1.0f, 0.66f}, 0xffff0000},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt1);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt2);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
unsigned int x = 80 * ((2 * j) + 1);
unsigned int y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
"Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface8_Release(depth_stencil);
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(rt2);
IDirect3DSurface8_Release(rt1);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void intz_test(void)
{
IDirect3DSurface8 *original_rt, *rt;
IDirect3DTexture8 *texture;
IDirect3DDevice8 *device;
IDirect3DSurface8 *ds;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
DWORD ps;
UINT i;
static const DWORD ps_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000042, 0xb00f0001, /* tex t1 */
0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
0x0000ffff, /* end */
};
static const struct
{
float x, y, z;
float s0, t0, p0;
float s1, t1, p1, q1;
}
quad[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
},
half_quad_1[] =
{
{ -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
},
half_quad_2[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
};
static const struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{ 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
{240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
{400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
{560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
{ 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
{240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
{400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
{560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No pixel shader 1.1 support, skipping INTZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
if (FAILED(hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
{
skip("No INTZ support, skipping INTZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
| D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
/* Render offscreen, using the INTZ texture as depth buffer */
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(ds);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
/* Render onscreen while using the INTZ texture as depth buffer */
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(ds);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
/* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(ds);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_rt);
IDirect3DSurface8_Release(rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void shadow_test(void)
{
IDirect3DSurface8 *original_rt, *rt;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
DWORD ps;
UINT i;
static const DWORD ps_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000042, 0xb00f0001, /* tex t1 */
0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
0x0000ffff, /* end */
};
static const struct
{
D3DFORMAT format;
const char *name;
}
formats[] =
{
{D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"},
{D3DFMT_D32, "D3DFMT_D32"},
{D3DFMT_D15S1, "D3DFMT_D15S1"},
{D3DFMT_D24S8, "D3DFMT_D24S8"},
{D3DFMT_D24X8, "D3DFMT_D24X8"},
{D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
{D3DFMT_D16, "D3DFMT_D16"},
};
static const struct
{
float x, y, z;
float s0, t0, p0;
float s1, t1, p1, q1;
}
quad[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
};
static const struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
{560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
{560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
{400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
{240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
{ 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
{ 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
{240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No pixel shader 1.1 support, skipping shadow test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
| D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
{
D3DFORMAT format = formats[i].format;
IDirect3DTexture8 *texture;
IDirect3DSurface8 *ds;
unsigned int j;
if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format)))
continue;
hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(ds);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Do the actual shadow mapping. */
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
{
D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
ok(color_match(color, expected_colors[j].color, 0),
"Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
formats[i].name, color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
}
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_rt);
IDirect3DSurface8_Release(rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void multisample_copy_rects_test(void)
{
IDirect3DSurface8 *ds, *ds_plain, *rt, *readback;
RECT src_rect = {64, 64, 128, 128};
POINT dst_point = {96, 96};
D3DLOCKED_RECT locked_rect;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8,
D3DMULTISAMPLE_2_SAMPLES, &ds);
ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8,
D3DMULTISAMPLE_NONE, &ds_plain);
ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateImageSurface(device, 256, 256, D3DFMT_A8R8G8B8, &readback);
ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, readback, NULL);
ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL);
ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, rt, &src_rect, 1, readback, &dst_point);
ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(readback, &locked_rect, NULL, D3DLOCK_READONLY);
ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#x.\n", hr);
color = *(DWORD *)((BYTE *)locked_rect.pBits + 31 * locked_rect.Pitch + 31 * 4);
ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
color = *(DWORD *)((BYTE *)locked_rect.pBits + 127 * locked_rect.Pitch + 127 * 4);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DSurface8_UnlockRect(readback);
ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#x.\n", hr);
IDirect3DSurface8_Release(readback);
IDirect3DSurface8_Release(ds_plain);
IDirect3DSurface8_Release(ds);
IDirect3DSurface8_Release(rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void resz_test(void)
{
IDirect3DSurface8 *rt, *original_rt, *ds, *original_ds, *intz_ds;
IDirect3DTexture8 *texture;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
DWORD ps, value;
unsigned int i;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
static const DWORD ps_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000042, 0xb00f0001, /* tex t1 */
0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
0x0000ffff, /* end */
};
static const struct
{
float x, y, z;
float s0, t0, p0;
float s1, t1, p1, q1;
}
quad[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
};
static const struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{ 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
{240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
{400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
{560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
{ 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
{240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
{400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
{560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES)))
{
skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
{
skip("No INTZ support, skipping RESZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z'))))
{
skip("No RESZ support, skipping RESZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
D3DMULTISAMPLE_2_SAMPLES, &ds);
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &intz_ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, intz_ds);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
IDirect3DSurface8_Release(intz_ds);
hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
| D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
/* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
/* The destination depth texture has to be bound to sampler 0 */
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
/* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
/* The actual multisampled depth buffer resolve happens here */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE, &value);
ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Test edge cases - try with no texture at all */
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
/* With a non-multisampled depth buffer */
IDirect3DSurface8_Release(ds);
IDirect3DSurface8_Release(rt);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
D3DMULTISAMPLE_NONE, &ds);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface8_Release(ds);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_ds);
IDirect3DSurface8_Release(original_rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void zenable_test(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
UINT x, y;
UINT i, j;
UINT test;
IDirect3DSurface8 *ds, *rt;
static const struct
{
struct vec4 position;
D3DCOLOR diffuse;
}
tquad[] =
{
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00},
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00},
{{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00},
{{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
for (test = 0; test < 2; ++test)
{
/* The Windows 8 testbot (WARP) appears to clip with
* ZENABLE = D3DZB_TRUE and no depth buffer set. */
static const D3DCOLOR expected_broken[] =
{
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
};
if (!test)
{
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
}
else
{
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
}
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
x = 80 * ((2 * j) + 1);
y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, 0x0000ff00, 1)
|| broken(color_match(color, expected_broken[i * 4 + j], 1) && !test),
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
}
IDirect3DSurface8_Release(ds);
IDirect3DSurface8_Release(rt);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)
&& caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
static const DWORD vs_code[] =
{
0xfffe0101, /* vs_1_1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */
0x0000ffff
};
static const DWORD ps_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff /* end */
};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, -0.5f},
{-1.0f, 1.0f, -0.5f},
{ 1.0f, -1.0f, 1.5f},
{ 1.0f, 1.0f, 1.5f},
};
static const D3DCOLOR expected[] =
{
0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000,
0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000,
0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000,
0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000,
};
/* The Windows 8 testbot (WARP) appears to not clip z for regular
* vertices either. */
static const D3DCOLOR expected_broken[] =
{
0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf,
0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf,
0x00206020, 0x00606060, 0x009f609f, 0x00df60df,
0x00202020, 0x00602060, 0x009f209f, 0x00df20df,
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_END()
};
DWORD vs, ps;
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
x = 80 * ((2 * j) + 1);
y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, expected[i * 4 + j], 1)
|| broken(color_match(color, expected_broken[i * 4 + j], 1)),
"Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void fog_special_test(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
unsigned int i;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
DWORD ps, vs;
HWND window;
HRESULT hr;
union
{
float f;
DWORD d;
} conv;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
}
quad[] =
{
{{ -1.0f, -1.0f, 0.0f}, 0xff00ff00},
{{ -1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
{{ 1.0f, 1.0f, 1.0f}, 0xff00ff00}
};
static const struct
{
DWORD vertexmode, tablemode;
BOOL vs, ps;
D3DCOLOR color_left, color_right;
}
tests[] =
{
{D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000},
{D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000},
{D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000},
{D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000},
};
static const DWORD pixel_shader_code[] =
{
0xffff0101, /* ps.1.1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const DWORD vertex_decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */
D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */
D3DVSD_END()
};
static const DWORD vertex_shader_code[] =
{
0xfffe0101, /* vs.1.1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
}
else
{
skip("Vertex Shaders not supported, skipping some fog tests.\n");
vs = 0;
}
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
}
else
{
skip("Pixel Shaders not supported, skipping some fog tests.\n");
ps = 0;
}
/* The table fog tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000);
ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr);
conv.f = 0.5f;
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d);
ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d);
ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
if (!tests[i].vs)
{
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
}
else if (vs)
{
hr = IDirect3DDevice8_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
}
else
{
continue;
}
if (!tests[i].ps)
{
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
}
else if (ps)
{
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
}
else
{
continue;
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode);
ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode);
ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 310, 240);
ok(color_match(color, tests[i].color_left, 1),
"Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i);
color = getPixelColor(device, 330, 240);
ok(color_match(color, tests[i].color_right, 1),
"Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
}
if (vs)
IDirect3DDevice8_DeleteVertexShader(device, vs);
if (ps)
IDirect3DDevice8_DeletePixelShader(device, ps);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void volume_dxt5_test(void)
{
IDirect3DVolumeTexture8 *texture;
IDirect3DDevice8 *device;
D3DLOCKED_BOX box;
IDirect3D8 *d3d;
unsigned int i;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const char texture_data[] =
{
/* A 8x4x2 texture consisting of 4 4x4 blocks. The colors of the blocks are red, green, blue and white. */
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00
};
static const struct
{
struct vec3 position;
struct vec3 texcrd;
}
quads[] =
{
{{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}},
{{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}},
{{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}},
{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}},
{{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}},
{{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}},
};
static const DWORD expected_colors[] = {0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5)))
{
skip("Volume DXT5 textures are not supported, skipping test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5,
D3DPOOL_MANAGED, &texture);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
memcpy(box.pBits, texture_data, sizeof(texture_data));
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; i++)
{
color = getPixelColor(device, 80 + 160 * i, 240);
ok (color_match(color, expected_colors[i], 1),
"Expected color 0x%08x, got 0x%08x, case %u.\n", expected_colors[i], color, i);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DVolumeTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void volume_v16u16_test(void)
{
IDirect3DVolumeTexture8 *texture;
IDirect3DDevice8 *device;
D3DLOCKED_BOX box;
IDirect3D8 *d3d;
unsigned int i;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
DWORD shader;
SHORT *texel;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
struct vec3 texcrd;
}
quads[] =
{
{{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}},
{{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}},
{{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}},
{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}},
{{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}},
{{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}},
};
static const DWORD shader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */
0x3f000000, 0x3f000000, /* 0.5, 0.5 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */
0x0000ffff /* end */
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16)))
{
skip("Volume V16U16 textures are not supported, skipping test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No pixel shader 1.1 support, skipping test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr);
for (i = 0; i < 2; i++)
{
D3DPOOL pool;
if (i)
pool = D3DPOOL_SYSTEMMEM;
else
pool = D3DPOOL_MANAGED;
hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
pool, &texture);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch);
texel[0] = 32767;
texel[1] = 32767;
texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch);
texel[0] = -32768;
texel[1] = 0;
texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch);
texel[0] = -16384;
texel[1] = 16384;
texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch);
texel[0] = 0;
texel[1] = 0;
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
if (i)
{
IDirect3DVolumeTexture8 *texture2;
hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
D3DPOOL_DEFAULT, &texture2);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture,
(IDirect3DBaseTexture8 *)texture2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
IDirect3DVolumeTexture8_Release(texture);
texture = texture2;
}
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 120, 160);
ok (color_match(color, 0x000080ff, 2),
"Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color);
color = getPixelColor(device, 120, 400);
ok (color_match(color, 0x00ffffff, 2),
"Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color);
color = getPixelColor(device, 360, 160);
ok (color_match(color, 0x007f7fff, 2),
"Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color);
color = getPixelColor(device, 360, 400);
ok (color_match(color, 0x0040c0ff, 2),
"Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DVolumeTexture8_Release(texture);
}
hr = IDirect3DDevice8_DeletePixelShader(device, shader);
ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags)
{
D3DSURFACE_DESC desc;
D3DLOCKED_RECT l;
HRESULT hr;
unsigned int x, y;
DWORD *mem;
hr = IDirect3DSurface8_GetDesc(surface, &desc);
ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &l, NULL, flags);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
if (FAILED(hr))
return;
for (y = 0; y < desc.Height; y++)
{
mem = (DWORD *)((BYTE *)l.pBits + y * l.Pitch);
for (x = 0; x < l.Pitch / sizeof(DWORD); x++)
{
mem[x] = color;
}
}
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
}
static void add_dirty_rect_test_draw(IDirect3DDevice8 *device)
{
HRESULT hr;
static const struct
{
struct vec3 position;
struct vec2 texcoord;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
};
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
}
static void add_dirty_rect_test(void)
{
IDirect3DSurface8 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed;
IDirect3DTexture8 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
unsigned int i;
D3DCOLOR color;
ULONG refcount;
DWORD *texel;
HWND window;
HRESULT hr;
static const RECT part_rect = {96, 96, 160, 160};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &tex_dst1);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &tex_dst2);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &tex_src_red);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &tex_src_green);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED, &tex_managed);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_red, 0, &surface_src_red);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
fill_surface(surface_src_red, 0x00ff0000, 0);
fill_surface(surface_src_green, 0x0000ff00, 0);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
/* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect on the destination is ignored. */
hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, &part_rect);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle
* tracking is supported. */
hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, &part_rect);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
color = getPixelColor(device, 1, 1);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 1, 1);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
/* Locks with NO_DIRTY_UPDATE are ignored. */
fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */
fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x000000ff, 1),
"Expected color 0x000000ff, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Maps without either of these flags record a dirty rectangle. */
fill_surface(surface_src_green, 0x00ffffff, 0);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ffffff, 1),
"Expected color 0x00ffffff, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Partial LockRect works just like a partial AddDirtyRect call. */
hr = IDirect3DTexture8_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
texel = locked_rect.pBits;
for (i = 0; i < 64; i++)
texel[i] = 0x00ff00ff;
for (i = 1; i < 64; i++)
memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch);
hr = IDirect3DTexture8_UnlockRect(tex_src_green, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff00ff, 1),
"Expected color 0x00ff00ff, got 0x%08x.\n", color);
color = getPixelColor(device, 1, 1);
ok(color_match(color, 0x00ffffff, 1),
"Expected color 0x00ffffff, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
fill_surface(surface_src_red, 0x00ff0000, 0);
fill_surface(surface_src_green, 0x0000ff00, 0);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green,
(IDirect3DBaseTexture8 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* UpdateSurface ignores the missing dirty marker. */
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red,
(IDirect3DBaseTexture8 *)tex_dst2);
hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
fill_surface(surface_managed, 0x00ff0000, 0);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_managed);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */
fill_surface(surface_managed, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect uploads the new contents.
* Side note, not tested in the test: Partial surface updates work, and two separate
* dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers
* untested. */
hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* So does ResourceManagerDiscardBytes. */
fill_surface(surface_managed, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0);
ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x000000ff, 1),
"Expected color 0x000000ff, got 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect on a locked texture is allowed. */
hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
/* Redundant AddDirtyRect calls are ok. */
hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
IDirect3DSurface8_Release(surface_dst2);
IDirect3DSurface8_Release(surface_managed);
IDirect3DSurface8_Release(surface_src_red);
IDirect3DSurface8_Release(surface_src_green);
IDirect3DTexture8_Release(tex_src_red);
IDirect3DTexture8_Release(tex_src_green);
IDirect3DTexture8_Release(tex_dst1);
IDirect3DTexture8_Release(tex_dst2);
IDirect3DTexture8_Release(tex_managed);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_3dc_formats(void)
{
static const char ati1n_data[] =
{
/* A 4x4 texture with the color component at 50%. */
0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static const char ati2n_data[] =
{
/* A 8x4 texture consisting of 2 4x4 blocks. The first block has 50% first color component,
* 0% second component. Second block is the opposite. */
0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static const struct
{
struct vec3 position;
struct vec2 texcoord;
}
quads[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{ 0.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
{{ 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{ 0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{ 0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
{{ 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
};
static const DWORD ati1n_fourcc = MAKEFOURCC('A','T','I','1');
static const DWORD ati2n_fourcc = MAKEFOURCC('A','T','I','2');
static const struct
{
struct vec2 position;
D3DCOLOR amd_r500;
D3DCOLOR amd_r600;
D3DCOLOR nvidia_old;
D3DCOLOR nvidia_new;
}
expected_colors[] =
{
{{ 80, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000},
{{240, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000},
{{400, 240}, 0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff},
{{560, 240}, 0x007f00ff, 0x007f00ff, 0x007f00ff, 0x007f00ff},
};
IDirect3D8 *d3d;
IDirect3DDevice8 *device;
IDirect3DTexture8 *ati1n_texture, *ati2n_texture;
D3DCAPS8 caps;
D3DLOCKED_RECT rect;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati1n_fourcc)))
{
skip("ATI1N textures are not supported, skipping test.\n");
goto done;
}
if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati2n_fourcc)))
{
skip("ATI2N textures are not supported, skipping test.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP))
{
skip("D3DTA_TEMP not supported, skipping tests.\n");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc,
D3DPOOL_MANAGED, &ati1n_texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_LockRect(ati1n_texture, 0, &rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data));
hr = IDirect3DTexture8_UnlockRect(ati1n_texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc,
D3DPOOL_MANAGED, &ati2n_texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_LockRect(ati2n_texture, 0, &rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data));
hr = IDirect3DTexture8_UnlockRect(ati2n_texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati1n_texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati2n_texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
ok (color_match(color, expected_colors[i].amd_r500, 1)
|| color_match(color, expected_colors[i].amd_r600, 1)
|| color_match(color, expected_colors[i].nvidia_old, 1)
|| color_match(color, expected_colors[i].nvidia_new, 1),
"Got unexpected color 0x%08x, case %u.\n", color, i);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DTexture8_Release(ati2n_texture);
IDirect3DTexture8_Release(ati1n_texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_fog_interpolation(void)
{
HRESULT hr;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000},
{{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000},
};
union
{
DWORD d;
float f;
} conv;
unsigned int i;
static const struct
{
D3DFOGMODE vfog, tfog;
D3DSHADEMODE shade;
D3DCOLOR middle_color;
BOOL todo;
}
tests[] =
{
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE},
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
};
static const D3DMATRIX ident_mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
D3DCAPS8 caps;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
conv.f = 5.0;
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this,
* the drivers seem to use a static z = 1.0 input for the fog equation.
* The input value is independent of the actual z and w component of
* the vertex position. */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 0, 240);
ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 320, 240);
if (tests[i].todo)
todo_wine ok(color_match(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
else
ok(color_match(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 639, 240);
ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_negative_fixedfunction_fog(void)
{
HRESULT hr;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, -0.5f}, 0xffff0000},
{{-1.0f, 1.0f, -0.5f}, 0xffff0000},
{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
};
static const struct
{
struct vec4 position;
D3DCOLOR diffuse;
}
tquad[] =
{
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
};
unsigned int i;
static const D3DMATRIX zero =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
/* Needed to make AMD drivers happy. Yeah, it is not supposed to
* have an effect on RHW draws. */
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
static const struct
{
DWORD pos_type;
const void *quad;
size_t stride;
const D3DMATRIX *matrix;
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog, tfog;
DWORD color, color_broken, color_broken2;
}
tests[] =
{
/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot.
*
* Geforce8+ GPUs on Windows abs() table fog, everything else does not. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00808000, 0x00808000},
/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
* parameters to 0.0 and 1.0 in the table fog case. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000, 0x0000ff00},
/* test_fog_interpolation shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated.
*
* Vertex fog abs() behavior is the same on all GPUs. */
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000, 0x00808000},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00, 0x0000ff00},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400, 0x009b6400},
};
D3DCAPS8 caps;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2))
|| broken(color_match(color, tests[i].color_broken2, 2)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_table_fog_zw(void)
{
HRESULT hr;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
D3DCAPS8 caps;
static struct
{
struct vec4 position;
D3DCOLOR diffuse;
}
quad[] =
{
{{ 0.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000},
{{640.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000},
{{ 0.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000},
{{640.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000},
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
static const struct
{
float z, w;
D3DZBUFFERTYPE z_test;
D3DCOLOR color;
}
tests[] =
{
{0.7f, 0.0f, D3DZB_TRUE, 0x004cb200},
{0.7f, 0.0f, D3DZB_FALSE, 0x004cb200},
{0.7f, 0.3f, D3DZB_TRUE, 0x004cb200},
{0.7f, 0.3f, D3DZB_FALSE, 0x004cb200},
{0.7f, 3.0f, D3DZB_TRUE, 0x004cb200},
{0.7f, 3.0f, D3DZB_FALSE, 0x004cb200},
{0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00},
{0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00},
};
unsigned int i;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n");
goto done;
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
/* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
quad[0].position.z = tests[i].z;
quad[1].position.z = tests[i].z;
quad[2].position.z = tests[i].z;
quad[3].position.z = tests[i].z;
quad[0].position.w = tests[i].w;
quad[1].position.w = tests[i].w;
quad[2].position.w = tests[i].w;
quad[3].position.w = tests[i].w;
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].color, 2),
"Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}
done:
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_signed_formats(void)
{
IDirect3DDevice8 *device;
HWND window;
HRESULT hr;
unsigned int i, j, x, y;
IDirect3DTexture8 *texture, *texture_sysmem;
D3DLOCKED_RECT locked_rect;
DWORD shader, shader_alpha;
IDirect3D8 *d3d;
D3DCOLOR color;
D3DCAPS8 caps;
ULONG refcount;
/* See comments in the d3d9 version of this test for an
* explanation of these values. */
static const USHORT content_v8u8[4][4] =
{
{0x0000, 0x7f7f, 0x8880, 0x0000},
{0x0080, 0x8000, 0x7f00, 0x007f},
{0x193b, 0xe8c8, 0x0808, 0xf8f8},
{0x4444, 0xc0c0, 0xa066, 0x22e0},
};
static const DWORD content_v16u16[4][4] =
{
{0x00000000, 0x7fff7fff, 0x88008000, 0x00000000},
{0x00008000, 0x80000000, 0x7fff0000, 0x00007fff},
{0x19993bbb, 0xe800c800, 0x08880888, 0xf800f800},
{0x44444444, 0xc000c000, 0xa0006666, 0x2222e000},
};
static const DWORD content_q8w8v8u8[4][4] =
{
{0x00000000, 0xff7f7f7f, 0x7f008880, 0x817f0000},
{0x10000080, 0x20008000, 0x30007f00, 0x4000007f},
{0x5020193b, 0x6028e8c8, 0x70020808, 0x807ff8f8},
{0x90414444, 0xa000c0c0, 0x8261a066, 0x834922e0},
};
static const DWORD content_x8l8v8u8[4][4] =
{
{0x00000000, 0x00ff7f7f, 0x00008880, 0x00ff0000},
{0x00000080, 0x00008000, 0x00007f00, 0x0000007f},
{0x0041193b, 0x0051e8c8, 0x00040808, 0x00fff8f8},
{0x00824444, 0x0000c0c0, 0x00c2a066, 0x009222e0},
};
static const USHORT content_l6v5u5[4][4] =
{
{0x0000, 0xfdef, 0x0230, 0xfc00},
{0x0010, 0x0200, 0x01e0, 0x000f},
{0x4067, 0x53b9, 0x0421, 0xffff},
{0x8108, 0x0318, 0xc28c, 0x909c},
};
static const struct
{
D3DFORMAT format;
const char *name;
const void *content;
SIZE_T pixel_size;
BOOL blue, alpha;
unsigned int slop, slop_broken, alpha_broken;
}
formats[] =
{
{D3DFMT_V8U8, "D3DFMT_V8U8", content_v8u8, sizeof(WORD), FALSE, FALSE, 1, 0, FALSE},
{D3DFMT_V16U16, "D3DFMT_V16U16", content_v16u16, sizeof(DWORD), FALSE, FALSE, 1, 0, FALSE},
{D3DFMT_Q8W8V8U8, "D3DFMT_Q8W8V8U8", content_q8w8v8u8, sizeof(DWORD), TRUE, TRUE, 1, 0, TRUE },
{D3DFMT_X8L8V8U8, "D3DFMT_X8L8V8U8", content_x8l8v8u8, sizeof(DWORD), TRUE, FALSE, 1, 0, FALSE},
{D3DFMT_L6V5U5, "D3DFMT_L6V5U5", content_l6v5u5, sizeof(WORD), TRUE, FALSE, 4, 7, FALSE},
};
static const struct
{
D3DPOOL pool;
UINT width;
}
tests[] =
{
{D3DPOOL_SYSTEMMEM, 4},
{D3DPOOL_SYSTEMMEM, 1},
{D3DPOOL_MANAGED, 4},
{D3DPOOL_MANAGED, 1},
};
static const DWORD shader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0,5, 0,5 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */
0x0000ffff /* end */
};
static const DWORD shader_code_alpha[] =
{
/* The idea of this shader is to replicate the alpha value in .rg, and set
* blue to 1.0 iff the alpha value is < -1.0 and 0.0 otherwise. */
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */
0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000004, 0x80070000, 0xb0ff0000, 0xa0e40000, 0xa0e40000, /* mad r0.rgb, t0.a, c0, c0 */
0x00000003, 0x80080000, 0xb1ff0000, 0xa0e40000, /* sub r0.a, -t0.a, c0 */
0x00000050, 0x80080000, 0x80ff0000, 0xa0ff0001, 0xa0ff0002, /* cnd r0.a, r0.a, c1.a, c2.a */
0x00000005, 0x80070001, 0xa0e40001, 0x80e40000, /* mul r1.rgb, c1, r0 */
0x00000004, 0x80070000, 0x80ff0000, 0xa0e40002, 0x80e40001, /* mad r0.rgb, r0.a, c2, r1 */
0x0000ffff /* end */
};
static const struct
{
struct vec3 position;
struct vec2 texcrd;
}
quad[] =
{
/* Flip the y coordinate to make the input and
* output arrays easier to compare. */
{{ -1.0f, -1.0f, 0.0f}, { 0.0f, 1.0f}},
{{ -1.0f, 1.0f, 0.0f}, { 0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f}},
{{ 1.0f, 1.0f, 0.0f}, { 1.0f, 0.0f}},
};
static const D3DCOLOR expected_alpha[4][4] =
{
{0x00808000, 0x007f7f00, 0x00ffff00, 0x00000000},
{0x00909000, 0x00a0a000, 0x00b0b000, 0x00c0c000},
{0x00d0d000, 0x00e0e000, 0x00f0f000, 0x00000000},
{0x00101000, 0x00202000, 0x00010100, 0x00020200},
};
static const BOOL alpha_broken[4][4] =
{
{FALSE, FALSE, FALSE, FALSE},
{FALSE, FALSE, FALSE, FALSE},
{FALSE, FALSE, FALSE, TRUE },
{FALSE, FALSE, FALSE, FALSE},
};
static const D3DCOLOR expected_colors[4][4] =
{
{0x00808080, 0x00fefeff, 0x00010780, 0x008080ff},
{0x00018080, 0x00800180, 0x0080fe80, 0x00fe8080},
{0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff},
{0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8},
};
D3DCOLOR expected_color;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("Pixel shaders not supported, skipping converted format test.\n");
goto done;
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_alpha, &shader_alpha);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
for (i = 0; i < sizeof(formats) / sizeof(*formats); i++)
{
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format);
if (FAILED(hr))
{
skip("Format %s not supported, skipping.\n", formats[i].name);
continue;
}
for (j = 0; j < sizeof(tests) / sizeof(*tests); j++)
{
texture_sysmem = NULL;
hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0,
formats[i].format, tests[j].pool, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
for (y = 0; y < 4; y++)
{
memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch,
(char *)formats[i].content + y * 4 * formats[i].pixel_size,
tests[j].width * formats[i].pixel_size);
}
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
if (tests[j].pool == D3DPOOL_SYSTEMMEM)
{
texture_sysmem = texture;
hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0,
formats[i].format, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture_sysmem,
(IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture_sysmem);
}
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_alpha);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (y = 0; y < 4; y++)
{
for (x = 0; x < tests[j].width; x++)
{
BOOL r200_broken = formats[i].alpha_broken && alpha_broken[y][x];
if (formats[i].alpha)
expected_color = expected_alpha[y][x];
else
expected_color = 0x00ffff00;
color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y);
ok(color_match(color, expected_color, 1) || broken(r200_broken),
"Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n",
expected_color, color, formats[i].name, x, y);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (y = 0; y < 4; y++)
{
for (x = 0; x < tests[j].width; x++)
{
expected_color = expected_colors[y][x];
if (!formats[i].blue)
expected_color |= 0x000000ff;
color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y);
ok(color_match(color, expected_color, formats[i].slop)
|| broken(color_match(color, expected_color, formats[i].slop_broken)),
"Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n",
expected_color, color, formats[i].name, x, y);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
}
}
IDirect3DDevice8_DeletePixelShader(device, shader);
IDirect3DDevice8_DeletePixelShader(device, shader_alpha);
done:
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
IDirect3D8 *d3d;
HRESULT hr;
if (!(d3d = Direct3DCreate8(D3D_SDK_VERSION)))
{
skip("Failed to create D3D8 object.\n");
return;
}
memset(&identifier, 0, sizeof(identifier));
hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier);
ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
trace("Driver string: \"%s\"\n", identifier.Driver);
trace("Description string: \"%s\"\n", identifier.Description);
/* Only Windows XP's default VGA driver should have an empty description */
ok(identifier.Description[0] || broken(!strcmp(identifier.Driver, "vga.dll")), "Empty driver description.\n");
trace("Driver version %d.%d.%d.%d\n",
HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart),
HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart));
IDirect3D8_Release(d3d);
test_sanity();
depth_clamp_test();
lighting_test();
clear_test();
fog_test();
z_range_test();
offscreen_test();
test_blend();
test_scalar_instructions();
fog_with_shader_test();
cnd_test();
p8_texture_test();
texop_test();
depth_buffer_test();
depth_buffer2_test();
intz_test();
shadow_test();
multisample_copy_rects_test();
zenable_test();
resz_test();
fog_special_test();
volume_dxt5_test();
volume_v16u16_test();
add_dirty_rect_test();
test_3dc_formats();
test_fog_interpolation();
test_negative_fixedfunction_fog();
test_table_fog_zw();
test_signed_formats();
}