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

3289 lines
154 KiB
C

/*
* Copyright (C) 2005 Henri Verbeet
* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
#define COBJMACROS
#include <d3d8.h>
#include "wine/test.h"
static HMODULE d3d8_handle = 0;
struct vec3
{
float x, y, z;
};
struct vec4
{
float x, y, z, w;
};
static HWND create_window(void)
{
WNDCLASS wc = {0};
HWND ret;
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "d3d8_test_wc";
RegisterClass(&wc);
ret = CreateWindow("d3d8_test_wc", "d3d8_test",
WS_POPUP | WS_SYSMENU , 20, 20, 640, 480, 0, 0, 0, 0);
ShowWindow(ret, SW_SHOW);
return ret;
}
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) || !tex ) /* 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 *init_d3d8(void)
{
IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0;
IDirect3D8 *d3d8_ptr = 0;
IDirect3DDevice8 *device_ptr = 0;
D3DPRESENT_PARAMETERS present_parameters;
HRESULT hr;
d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8");
ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n");
if (!d3d8_create) return NULL;
d3d8_ptr = d3d8_create(D3D_SDK_VERSION);
if (!d3d8_ptr)
{
skip("could not create D3D8\n");
return NULL;
}
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr);
return device_ptr;
}
struct vertex
{
float x, y, z;
DWORD diffuse;
};
struct tvertex
{
float x, y, z, w;
DWORD diffuse;
};
struct nvertex
{
float x, y, z;
float nx, ny, nz;
DWORD diffuse;
};
static void lighting_test(IDirect3DDevice8 *device)
{
HRESULT hr;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD color;
float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
struct vertex unlitquad[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000},
{-1.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, -1.0f, 0.1f, 0xffff0000},
};
struct vertex litquad[] =
{
{-1.0f, 0.0f, 0.1f, 0xff00ff00},
{-1.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
};
struct nvertex unlitnquad[] =
{
{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
};
struct nvertex litnquad[] =
{
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
hr = 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), (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) 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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
if(hr == D3D_OK)
{
/* No lights are defined... That means, lit vertices should be entirely black */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\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);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
}
static void clear_test(IDirect3DDevice8 *device)
{
/* Tests the correctness of clearing parameters */
HRESULT hr;
D3DRECT rect[2];
D3DRECT rect_negneg;
DWORD color;
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);
}
struct sVertex {
float x, y, z;
DWORD diffuse;
DWORD specular;
};
struct sVertexT {
float x, y, z, rhw;
DWORD diffuse;
DWORD specular;
};
static void fog_test(IDirect3DDevice8 *device)
{
HRESULT hr;
DWORD color;
float start = 0.0, end = 1.0;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex untransformed_1[] = {
{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
};
/* Ok, I am too lazy to deal with transform matrices */
struct sVertex untransformed_2[] = {
{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
};
/* Untransformed ones. Give them a different diffuse color to make the test look
* nicer. It also makes making sure that they are drawn correctly easier.
*/
struct sVertexT transformed_1[] = {
{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
struct sVertexT transformed_2[] = {
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
D3DCAPS8 caps;
float ident_mat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
float world_mat1[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -0.5f, 1.0f
};
float world_mat2[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f
};
float proj_mat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f
};
struct sVertex 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},
};
struct sVertex 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},
};
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_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);
/* 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);
if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetVertexShader returned %#08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
/* That makes it use the Z value */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %#08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
/* transformed verts */
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetVertexShader returned %#08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP 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);
/* 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), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
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), (D3DMATRIX *) 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);
if (IDirect3DDevice8_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
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), (D3DMATRIX *) world_mat2);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) 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);
if (IDirect3DDevice8_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
todo_wine 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);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
}
else
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
}
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
}
/* 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(IDirect3DDevice8 *device)
{
HRESULT hr;
DWORD color;
union
{
float f;
DWORD i;
} start, end;
unsigned int i, j;
/* Basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
{
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 vertex quad[] =
{
{-1.0f, -1.0f, 0.0f, 0xffff0000},
{-1.0f, 1.0f, 0.0f, 0xffff0000},
{ 1.0f, -1.0f, 0.0f, 0xffff0000},
{ 1.0f, 1.0f, 0.0f, 0xffff0000},
};
static const 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};
/* 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};
/* This reference data was collected on a nVidia GeForce 7600GS
* driver version 84.19 DirectX version 9.0c on Windows XP */
static const struct test_data_t
{
int vshader;
int pshader;
D3DFOGMODE vfog;
D3DFOGMODE tfog;
unsigned int color[11];
}
test_data[] =
{
/* Only pixel shader */
{0, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_EXP, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* Vertex shader */
{1, 0, D3DFOG_NONE, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_EXP, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_EXP2, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* Vertex shader and pixel shader */
/* The next 4 tests would read the fog coord output, but it isn't available.
* The result is a fully fogged quad, no matter what the Z coord is. */
{1, 1, D3DFOG_NONE, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_LINEAR, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP2, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
/* These use the Z coordinate with linear table fog */
{1, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* Non-linear table fog without fog coord */
{1, 1, D3DFOG_NONE, D3DFOG_EXP,
{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
{1, 1, D3DFOG_NONE, D3DFOG_EXP2,
{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
/* These tests fail on older Nvidia drivers */
/* Foggy vertex shader */
{2, 0, D3DFOG_NONE, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* 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,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* These use table fog. Here the shader-provided fog coordinate is
* ignored and the z coordinate used instead */
{2, 1, D3DFOG_NONE, D3DFOG_EXP,
{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
{2, 1, D3DFOG_NONE, D3DFOG_EXP2,
{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
{2, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
};
/* 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;
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].z = 0.001f + j / 10.02f;
quad[1].z = 0.001f + j / 10.02f;
quad[2].z = 0.001f + j / 10.02f;
quad[3].z = 0.001f + j / 10.02f;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0f, 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),
"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);
}
}
/* Reset states */
hr = IDirect3DDevice8_SetVertexShader(device, 0);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]);
IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]);
IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]);
}
static void present_test(IDirect3DDevice8 *device)
{
struct vertex quad[] =
{
{-1.0f, -1.0f, 0.9f, 0xffff0000},
{-1.0f, 1.0f, 0.9f, 0xffff0000},
{ 1.0f, -1.0f, 0.1f, 0xffff0000},
{ 1.0f, 1.0f, 0.1f, 0xffff0000},
};
HRESULT hr;
DWORD color;
/* 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, 0.75, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
/* No lights are defined... That means, lit vertices should be entirely black */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
color = getPixelColor(device, 512, 240);
ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 64, 240);
ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
}
static void test_rcp_rsq(IDirect3DDevice8 *device)
{
HRESULT hr;
DWORD shader;
DWORD color;
float constant[4] = {1.0, 1.0, 1.0, 2.0};
static const float quad[][3] = {
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
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 */
};
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 */
};
DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
D3DVSD_END()
};
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
IDirect3DDevice8_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
}
color = getPixelColor(device, 320, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), 4),
"RCP test returned color 0x%08x, expected 0x00808080.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
IDirect3DDevice8_SetVertexShader(device, 0);
IDirect3DDevice8_DeleteVertexShader(device, shader);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff996633, 0.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
IDirect3DDevice8_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
}
color = getPixelColor(device, 320, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), 4),
"RSQ test returned color 0x%08x, expected 0x00b4b4b4.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
IDirect3DDevice8_SetVertexShader(device, 0);
IDirect3DDevice8_DeleteVertexShader(device, shader);
}
static void offscreen_test(IDirect3DDevice8 *device)
{
HRESULT hr;
IDirect3DTexture8 *offscreenTexture = NULL;
IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
DWORD color;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 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");
goto out;
}
}
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
if(!offscreen) {
goto out;
}
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);
if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
/* Draw without textures - Should result in a white quad */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
/* This time with the texture */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
IDirect3DDevice8_EndScene(device);
}
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
out:
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr);
/* restore things */
if(backbuffer) {
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr);
IDirect3DSurface8_Release(backbuffer);
}
if(offscreenTexture) {
IDirect3DTexture8_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface8_Release(offscreen);
}
if(depthstencil) {
IDirect3DSurface8_Release(depthstencil);
}
}
static void alpha_test(IDirect3DDevice8 *device)
{
HRESULT hr;
IDirect3DTexture8 *offscreenTexture;
IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
DWORD color;
struct vertex 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},
};
struct vertex 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},
};
/* Clear the render target with alpha = 0.5 */
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 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);
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);
if(!backbuffer) {
goto out;
}
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
if(!offscreen) {
goto out;
}
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);
if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
/* Draw two quads, one with src alpha blending, one with dest alpha blending. */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\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(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\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(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\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);
out:
/* restore things */
if(backbuffer) {
IDirect3DSurface8_Release(backbuffer);
}
if(offscreenTexture) {
IDirect3DTexture8_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface8_Release(offscreen);
}
if(depthstencil) {
IDirect3DSurface8_Release(depthstencil);
}
}
static void p8_texture_test(IDirect3DDevice8 *device)
{
IDirect3D8 *d3d = NULL;
HRESULT hr;
IDirect3DTexture8 *texture = NULL, *texture2 = NULL;
D3DLOCKED_RECT lr;
unsigned char *data;
DWORD color, red, green, blue;
PALETTEENTRY table[256];
D3DCAPS8 caps;
UINT i;
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,
};
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,
};
IDirect3DDevice8_GetDirect3D(device, &d3d);
if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) {
skip("D3DFMT_P8 textures not supported\n");
goto out;
}
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
D3DPOOL_MANAGED, &texture2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
if(!texture2) {
skip("Failed to create D3DFMT_P8 texture\n");
goto out;
}
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(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
if(!texture) {
skip("Failed to create D3DFMT_P8 texture\n");
goto out;
}
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, 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);
/* 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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
}
color = getPixelColor(device, 32, 32);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff) >> 0;
ok(red == 0xff && blue == 0 && green == 0,
"got color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 32, 320);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff) >> 0;
ok(red == 0 && blue == 0xff && green == 0,
"got color %08x, expected 0x000000ff\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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
}
color = getPixelColor(device, 32, 32);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff) >> 0;
ok(red == 0 && blue == 0xff && green == 0,
"got color %08x, expected 0x000000ff\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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
}
color = getPixelColor(device, 32, 32);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff) >> 0;
ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0,
"got color %08x, expected 0x00800000 or near\n", color);
color = getPixelColor(device, 32, 320);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff) >> 0;
ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0,
"got color %08x, expected 0x00000080 or near\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
}
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
out:
if(texture) IDirect3DTexture8_Release(texture);
if(texture2) IDirect3DTexture8_Release(texture2);
IDirect3D8_Release(d3d);
}
static void texop_test(IDirect3DDevice8 *device)
{
IDirect3DTexture8 *texture = NULL;
D3DLOCKED_RECT locked_rect;
D3DCOLOR color;
D3DCAPS8 caps;
HRESULT hr;
unsigned int i;
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)},
};
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);
}
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
if (texture) IDirect3DTexture8_Release(texture);
}
/* 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(IDirect3DDevice8 *device)
{
const struct tvertex 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},
};
const struct tvertex 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},
};
const struct tvertex 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},
};
const struct tvertex 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},
};
const struct vertex 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},
};
const struct vertex 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},
};
D3DVIEWPORT8 vp;
D3DCOLOR color;
D3DCAPS8 caps;
HRESULT hr;
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 7.5;
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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);
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
}
static void depth_buffer_test(IDirect3DDevice8 *device)
{
static const struct vertex quad1[] =
{
{ -1.0, 1.0, 0.33f, 0xff00ff00},
{ 1.0, 1.0, 0.33f, 0xff00ff00},
{ -1.0, -1.0, 0.33f, 0xff00ff00},
{ 1.0, -1.0, 0.33f, 0xff00ff00},
};
static const struct vertex quad2[] =
{
{ -1.0, 1.0, 0.50f, 0xffff00ff},
{ 1.0, 1.0, 0.50f, 0xffff00ff},
{ -1.0, -1.0, 0.50f, 0xffff00ff},
{ 1.0, -1.0, 0.50f, 0xffff00ff},
};
static const struct vertex quad3[] =
{
{ -1.0, 1.0, 0.66f, 0xffff0000},
{ 1.0, 1.0, 0.66f, 0xffff0000},
{ -1.0, -1.0, 0.66f, 0xffff0000},
{ 1.0, -1.0, 0.66f, 0xffff0000},
};
static const DWORD expected_colors[4][4] =
{
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
{0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
};
IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
IDirect3DSurface8 *depth_stencil;
unsigned int i, j;
D3DVIEWPORT8 vp;
D3DCOLOR color;
HRESULT hr;
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);
IDirect3DSurface8_Release(depth_stencil);
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(rt3);
IDirect3DSurface8_Release(rt2);
IDirect3DSurface8_Release(rt1);
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);
}
/* 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(IDirect3DDevice8 *device)
{
static const struct vertex quad[] =
{
{ -1.0, 1.0, 0.66f, 0xffff0000},
{ 1.0, 1.0, 0.66f, 0xffff0000},
{ -1.0, -1.0, 0.66f, 0xffff0000},
{ 1.0, -1.0, 0.66f, 0xffff0000},
};
IDirect3DSurface8 *backbuffer, *rt1, *rt2;
IDirect3DSurface8 *depth_stencil;
unsigned int i, j;
D3DVIEWPORT8 vp;
D3DCOLOR color;
HRESULT hr;
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);
IDirect3DSurface8_Release(depth_stencil);
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(rt2);
IDirect3DSurface8_Release(rt1);
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);
}
static void intz_test(IDirect3DDevice8 *device)
{
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 */
};
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},
};
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)},
};
IDirect3DSurface8 *original_ds, *original_rt, *rt;
IDirect3DTexture8 *texture;
IDirect3DSurface8 *ds;
IDirect3D8 *d3d8;
D3DCAPS8 caps;
HRESULT hr;
DWORD ps;
UINT i;
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");
return;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
return;
}
hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
if (FAILED(hr))
{
skip("No INTZ support, skipping INTZ test.\n");
return;
}
IDirect3D8_Release(d3d8);
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "GetDepthStencilSurface 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);
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);
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);
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);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_ds);
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);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader 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);
}
static void shadow_test(IDirect3DDevice8 *device)
{
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 */
};
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"},
};
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},
};
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)},
};
IDirect3DSurface8 *original_ds, *original_rt, *rt;
IDirect3D8 *d3d8;
D3DCAPS8 caps;
HRESULT hr;
DWORD ps;
UINT i;
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");
return;
}
hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "GetDepthStencilSurface 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;
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
if (FAILED(hr)) 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);
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_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_ds);
IDirect3DSurface8_Release(original_rt);
IDirect3DSurface8_Release(rt);
IDirect3D8_Release(d3d8);
}
static void multisample_copy_rects_test(IDirect3DDevice8 *device)
{
IDirect3DSurface8 *original_ds, *original_rt, *ds, *ds_plain, *rt, *readback;
RECT src_rect = {64, 64, 128, 128};
POINT dst_point = {96, 96};
D3DLOCKED_RECT locked_rect;
IDirect3D8 *d3d8;
D3DCOLOR color;
HRESULT hr;
hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES);
IDirect3D8_Release(d3d8);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n");
return;
}
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_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_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);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_ds);
IDirect3DSurface8_Release(original_rt);
IDirect3DSurface8_Release(readback);
IDirect3DSurface8_Release(ds_plain);
IDirect3DSurface8_Release(ds);
IDirect3DSurface8_Release(rt);
}
static void resz_test(IDirect3DDevice8 *device)
{
IDirect3DSurface8 *rt, *original_rt, *ds, *original_ds, *intz_ds;
IDirect3D8 *d3d8;
D3DCAPS8 caps;
HRESULT hr;
unsigned int 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 */
};
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},
};
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)},
};
IDirect3DTexture8 *texture;
DWORD ps, value;
hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n");
return;
}
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d8, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n");
return;
}
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
if (FAILED(hr))
{
skip("No INTZ support, skipping RESZ test.\n");
return;
}
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z'));
if (FAILED(hr))
{
skip("No RESZ support, skipping RESZ test.\n");
return;
}
IDirect3D8_Release(d3d8);
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");
return;
}
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);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
IDirect3DSurface8_Release(ds);
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);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_ds);
IDirect3DSurface8_Release(original_rt);
}
static void zenable_test(IDirect3DDevice8 *device)
{
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},
};
D3DCOLOR color;
D3DCAPS8 caps;
HRESULT hr;
UINT x, y;
UINT i, j;
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, 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 | 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, 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),
"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);
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,
};
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),
"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_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, 0);
ok(SUCCEEDED(hr), "Failed to set vertex shader, 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);
}
}
START_TEST(visual)
{
IDirect3DDevice8 *device_ptr;
HRESULT hr;
DWORD color;
D3DCAPS8 caps;
d3d8_handle = LoadLibraryA("d3d8.dll");
if (!d3d8_handle)
{
win_skip("Could not load d3d8.dll\n");
return;
}
device_ptr = init_d3d8();
if (!device_ptr)
{
win_skip("Could not initialize direct3d\n");
return;
}
IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
/* Check for the reliability of the returned data */
hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
if(FAILED(hr))
{
skip("Clear failed, can't assure correctness of the test results\n");
goto cleanup;
}
color = getPixelColor(device_ptr, 1, 1);
if(color !=0x00ff0000)
{
skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
goto cleanup;
}
IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
if(FAILED(hr))
{
skip("Clear failed, can't assure correctness of the test results\n");
goto cleanup;
}
color = getPixelColor(device_ptr, 639, 479);
if(color != 0x0000ddee)
{
skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
goto cleanup;
}
IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
/* Now run the real test */
depth_clamp_test(device_ptr);
lighting_test(device_ptr);
clear_test(device_ptr);
fog_test(device_ptr);
present_test(device_ptr);
offscreen_test(device_ptr);
alpha_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
test_rcp_rsq(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
fog_with_shader_test(device_ptr);
}
else
{
skip("No vs.1.1 support\n");
}
p8_texture_test(device_ptr);
texop_test(device_ptr);
depth_buffer_test(device_ptr);
depth_buffer2_test(device_ptr);
intz_test(device_ptr);
shadow_test(device_ptr);
multisample_copy_rects_test(device_ptr);
zenable_test(device_ptr);
resz_test(device_ptr);
cleanup:
if(device_ptr) {
D3DDEVICE_CREATION_PARAMETERS creation_parameters;
ULONG refcount;
IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters);
DestroyWindow(creation_parameters.hFocusWindow);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left\n", refcount);
}
}